Takes an x, y, and z coordinate and a randomly-generated "variation index", and returns an ITileAdaptation
object for the tile. How the variation index is used to generate the ITileAdaptation will be implementation-specific.
param
A random integer between 1 (inclusive) and 65536 (exclusive)
Uses an argument to determine whether to show one of two segments. If the argument is truthy, returns
any content in the segment after the ? and before the :. If the argument is falsey, returns any
content in the segment after the :. The colon is optional; if not provided, falsey = empty string.
A convenience object for the priority of an inspection compared to other inspections. Useful to make an inspection priority
relative to a vanilla inspection type.
Const basicInterpolator
basicInterpolator:Interpolator = new Interpolator(argumentSegment, conditionalSegment)
Const bindHandlers
bindHandlers:Map<Function & { prototype: T }, IBindHandlerRegistration<any, any>[]> = new Map<AnyClass<any>, Array<IBindHandlerRegistration<any, any>>>()
magicalEquipTypes:Set<MagicalPropertyType> = new Set([MagicalPropertyType.Stat,MagicalPropertyType.Skill,MagicalPropertyType.Reputation,MagicalPropertyType.TrapDamage,MagicalPropertyType.MaxWeight,])
Const magicalPropertyLabels
magicalPropertyLabels:Map<MagicalPropertyType, UiTranslation> = new Map([[MagicalPropertyType.MaxWeight, UiTranslation.GameTooltipItemUseLabelMaxWeight],])
An array of 'stats' that were attempted to be retrieved and resulted in an error. We store this so it doesn't spam the console.
This code is bad but I can't think of a better way to do it
usages:string[][] = [["+mod help","Views this help menu.",],[`+mod create ${chalk.cyan("<folder>")} ${chalk.cyan("<...switches>")}`,`Creates a new mod.${chalk.cyan("<folder>")} -- The directory that will be filled with mod files. Use a period ${chalk.magenta(".")} for the current working directory.${chalk.cyan("<...switches>")} -- A list of metadata that the generator will use to create the mod's template files.Requires one of:${chalk.green("+script")} -- Generates a TypeScript mod class file in ${chalk.magenta("src/Mod.ts")} and a ${"tsconfig.json"} file. Runs ${chalk.white("+mod update")} automatically.${chalk.green("+language")} -- Generates a language JSON file at ${chalk.magenta("lang/english.json")} by default.Any arguments passed after ${chalk.green("+language")} (before another switch) will be interpreted as a language path.${chalk.green("+customizations")} -- Generates a ${chalk.magenta("customizations.json")} file.${chalk.green("+imageOverrides")} -- Generates a ${chalk.magenta("imageOverrides.json")} file.${chalk.green("+stylesheet")} -- Generates a CSS file at ${chalk.magenta("style/mod.css")} by default.Any arguments passed after ${chalk.green("+stylesheet")} (before another switch) will be interpreted as a stylesheet path.Optional other switches:${chalk.green("+name")} ${chalk.cyan("<text>")} -- Sets the name of the mod (used in the ${chalk.magenta("mod.json")} and ${chalk.magenta("README.md")} files)${chalk.green("+version")} ${chalk.cyan("<version>")} -- Sets the version of the mod (used in the ${chalk.magenta("mod.json")} file). You can pass any value, but semver is recommended.${chalk.green("+description")} ${chalk.cyan("<text>")} -- Sets the description of the mod (used in the ${chalk.magenta("mod.json")} file)${chalk.green("+author")} ${chalk.cyan("<text>")} -- Sets the author(s) of the mod (used in the ${chalk.magenta("mod.json")} file)${chalk.green("+classFile")} ${chalk.cyan("<text>")} -- Sets the filename of the TypeScript mod file, by default ${chalk.magenta("Mod.ts")}${chalk.green("+className")} ${chalk.cyan("<text>")} -- Sets the name of the mod class in the TypeScript mod file.`,],[`+mod update ${chalk.cyan("<folder>")}`,`Updates the mod located in the given folder to the installed Wayward version. (You can check which version is installed with the ${chalk.white("+v")} switch.)Note: The mod must already be a script mod. (IE, you created it with ${chalk.white(`+mod create ${chalk.cyan("<modname>")} +script`)})`,],]
The following is a check to make sure that all the requirements have a class.
The following is a check to make sure that all the outputs have a class.
The following is a check to make sure that:
All the indexed emitters have an entry.
All provided emitters are actually an emitter host.
Marks that this class, whenever instantiated, should be an event subscriber.
Note: This decorator should only be used on classes with instances that will always need to be subscribed. IE don't use this on UI stuff. Mods should never need this.Note: This is incompatible with @Bind decorators.
Used to mark a field to be saved to either saveData or saveDataGlobal. Used in conjunction with
IGameScreenApi.registerDataHost(<id>, <the instance that contains fields marked with this decorator>)
This milestone type requires a number of entries, each of which must be distinct.
For example, this could be used to check if the player has tamed every single creature type.
default<T, R, A>(mapper?: EntryMapper<T, R, A>, ...args: A): ISorter<T, R>
At 0% skill, returns a random multiplier from 0.6 to 0.1
At 50% skill, returns a random multiplier from 0.8 to 0.55
At 100% skill, returns a multiplier of 1
At 0% skill, returns a random multiplier from 0.6 to 0.1
At 50% skill, returns a random multiplier from 0.8 to 0.55
At 100% skill, returns a multiplier of 1
At 0% skill, returns a random multiplier from 0.6 to 0.1
At 50% skill, returns a random multiplier from 0.8 to 0.55
At 100% skill, returns a multiplier of 1
This milestone will be granted after being incremented amount times.
It does not require each increment to have a different ID, like counter does.
For example, this type could be used for "number of turns played".
[Action.Alter]:[string, string, string] = ["Alter", "Used to alter specific magical items, altering their properties within the same type.", "Increases chance of success, skill gained, reputation gained. Decreases stamina used."]
[Action.Apply]
[Action.Apply]:[string, string] = ["Apply", "Consumed on use. Used to apply to your skin to provide protection or treatment to injuries or ailments."]
[Action.AttachContainer]
[Action.AttachContainer]:[string, string] = ["Attach Container", "Used to attach the container to a doodad you are facing."]
[Action.Attack]
[Action.Attack]:[string, string] = ["Attack", ""]
[Action.Build]
[Action.Build]:[string, string] = ["Build", "Attempt to construct or assemble the item on the tile you are facing."]
[Action.Carve]
[Action.Carve]:[string, string, string] = ["Carve", "Used to carve creature corpses or to remove doodads attached to the ground.", "Increases chance of success, skill gained, items gained, quality of items gained, and reputation gained. Decreases stamina used and reputation lost."]
[Action.Cast]
[Action.Cast]:[string, string, string] = ["Cast", "Find a fish in a body of water and attempt to cast your line or net to catch it. Can also be used to bring up treasures chests from the water.", "Increases chance of success, skill gained, chance of catching fish/items, and reputation gained. Decreases stamina used."]
[Action.CopyMap]:[string, string] = ["Copy Map", "Used to duplicate a tattered or drawn map. The quality of the produced map is dependent on your skill in cartography."]
[Action.Dig]:[string, string, string] = ["Dig", "Used to dig up resources or treasure chests from the ground.", "Increases chance of success, skill gained, and quality of items gained. Decreases stamina used."]
[Action.Disassemble]
[Action.Disassemble]:[string, string] = ["Disassemble", "Used to break the item down back into the parts that were used to craft it."]
[Action.Dismantle]
[Action.Dismantle]:[string, string] = ["Dismantle", "Used to break the item down into other useful resources."]
[Action.DrawMap]
[Action.DrawMap]:[string, string] = ["Draw Map", "Draw a map using your skill in cartography of the surrounding area."]
[Action.DrinkCure]
[Action.DrinkCure]:[string, string] = ["Drink Cure", "Consumed on use. Used to cure poisoning while sometimes providing other health benefits."]
[Action.DrinkInFront]
[Action.DrinkInFront]:[string, string] = ["Drink in Front", ""]
[Action.DrinkItem]
[Action.DrinkItem]:[string, string] = ["Drink", "Consumed on use. Will reduce your thirst; however, will provide negative effects when drinking sea/unpurified water."]
[Action.Drop]
[Action.Drop]:[string, string] = ["Drop", ""]
[Action.Eat]
[Action.Eat]:[string, string] = ["Eat", "Consumed on use. May provide benefits to hunger, thirst, health and stamina; however, may reduce them as well depending on the food."]
[Action.Enchant]
[Action.Enchant]:[string, string, string] = ["Enchant", "Used to infuse an item with a new or altered magical property.", "Increases chance of success, skill gained, and reputation lost. Decreases stamina use."]
[Action.Enhance]
[Action.Enhance]:[string, string, string] = ["Enhance", "Used to enhance an item, increasing its quality.", "Increases chance of success, skill gained, and reputation gained. Decreases stamina used."]
[Action.Equip]
[Action.Equip]:[string, string] = ["Equip", "Attach the armor, weapon or tool to an appendage or body part."]
[Action.Extinguish]
[Action.Extinguish]:[string, string] = ["Extinguish", "Douse the torch, extinguishing the flame."]
[Action.Fire]
[Action.Fire]:[string, string] = ["Fire", "Using ammunition for this weapon, you can fire it as a ranged projectile. Some weapons may require additional items to fire."]
[Action.GatherMilk]
[Action.GatherMilk]:[string, string] = ["Gather Milk", "Attempt to gather milk from a creature you are facing."]
[Action.GatherWater]
[Action.GatherWater]:[string, string] = ["Gather Water", "Used to gather water into the container."]
[Action.Gather]
[Action.Gather]:[string, string, string] = ["Gather", "Can be used directly to gather from an adjacent resource tile/doodad. Gathering will attempt to gather everything, destroying the plant or mushroom in the process.", "Increases chance of success, skill gained, items gained, and quality of items gained. Decreases stamina used and lowers chance of damaging plants."]
[Action.Grasp]:[string, string] = ["Grasp", "Used to pick-up items using another item for safety reasons such as grasping items in a fire."]
[Action.Harvest]
[Action.Harvest]:[string, string, string] = ["Harvest", "Can be used to harvest an adjacent plant or mushroom without destroying the plant itself, harvesting just the produce.", "Increases chance of success, skill gained, items gained, and quality of items gained. Decreases stamina used and lowers chance of damaging plants."]
[Action.HealOther]
[Action.HealOther]:[string, string] = ["Heal Other", "Consumed on use. Used to restore a varied amount of health to a creature or human entity."]
[Action.Heal]
[Action.Heal]:[string, string] = ["Heal", "Consumed on use. Used to restore a varied amount of health."]
[Action.Hitch]
[Action.Hitch]:[string, string] = ["Hitch", "Used when facing a creature that is adjacent to a hitching post to force the creature to stay put."]
[Action.Idle]
[Action.Idle]:[string, string] = ["Idle", ""]
[Action.Ignite]
[Action.Ignite]:[string, string] = ["Ignite", "Use this item on a fire source to start it on fire."]
[Action.Learn]:[string, string] = ["Learn", "Reading books can provide useful knowledge."]
[Action.Lockpick]
[Action.Lockpick]:[string, string, string] = ["Lockpick", "Used to unlock locked doodads.", "Increases chance of success and skill gained. Decreases reputation lost and stamina used."]
[Action.Melee]
[Action.Melee]:[string, string] = ["Melee", "Attempt to melee attack a creature you are facing."]
[Action.Navigate]:[string, string] = ["Navigate", "Used to find your coordinates by looking into the horizon and measuring distances."]
[Action.Offer]
[Action.Offer]:[string, string] = ["Offer", "Used to offer an item to a facing creature. The success rate and tame duration is based on your taming skill, the creature's aberrant status, and magical properties on the item."]
[Action.OpenBottle]
[Action.OpenBottle]:[string, string] = ["Open Bottle", "Consumed on use. Using this will open it, providing new and unknown items."]
[Action.OpenContainer]
[Action.OpenContainer]:[string, string] = ["Open Container", "Using this will open it where you may move items to and from. Weight reduction and decay reduction bonuses may apply to items inside."]
[Action.Paddle]:[string, string, string] = ["Paddle", "Used to travel over water without getting your feet wet. Your speed is not reduced in water while paddling.", "Increases maximum weight. Decreases stamina reduction and travel time."]
[Action.Pet]
[Action.Pet]:[string, string] = ["Pet", ""]
[Action.PickupAllItems]
[Action.PickupAllItems]:[string, string] = ["Pickup All Items", ""]
[Action.PlaceDown]:[string, string] = ["Place Down", "Place the item down to the adjacent tile so it can be used on the ground instead of directly from your inventory."]
[Action.Plant]
[Action.Plant]:[string, string, string] = ["Plant", "Attempts to plant the item on the tile you are facing towards. Some plants may require certain ground types or conditions to be planted.", "Increases chance of success, skill gained, and reputation gained. Decreases stamina used."]
[Action.PourOnYourself]
[Action.PourOnYourself]:[string, string] = ["Pour on Yourself", "Liquid is consumed on use. Used to sooth burn injuries."]
[Action.Pour]
[Action.Pour]:[string, string] = ["Pour", "Pour on fire to extinguish the flames, inside a water still to begin water filtration, on a suitable plant to increase its health, or just simply just empty it out."]
[Action.Preserve]
[Action.Preserve]:[string, string, string] = ["Preserve", "Used with food items to extend their life and decay rate.", "Increases chance of success, skill gained, reputation gained, and lengthens the preservation duration. Decreases stamina used."]
[Action.ReadMap]:[string, string] = ["Read Map", "Used for attempting to read a map."]
[Action.Read]
[Action.Read]:[string, string] = ["Read", "Open the book and read the contents."]
[Action.Refine]
[Action.Refine]:[string, string, string] = ["Refine", "Used to refine crafted items to reduce their overall weight.", "Increases chance of success and skill gained. Decreases stamina used. Limits maximum durability lost."]
[Action.Reinforce]
[Action.Reinforce]:[string, string, string] = ["Reinforce", "Consumed on use. Used to increase the current and maximum durability of an item.", "Increases chance of success, skill gained, reputation lost, and amount of reinforcement. Decreases stamina used."]
[Action.Repair]:[string, string, string] = ["Repair", "Used for repairing items to restore durability at the cost of some maximum durability.", "Increases chance of success and skill gained. Decreases stamina used. Limits maximum durability lost."]
[Action.Rest]:[string, string, string] = ["Rest", "Used to rest for a period of time to regain health and stamina. You will stop resting when reaching full stamina. Not as effective as sleeping for replenishing stats.", "Increases sleep cycles, chance of skill gain, and stats replenished."]
[Action.RubClockwise]
[Action.RubClockwise]:[string, string] = ["Rub Clockwise", "Rubbing this item manifests its effects to the holder."]
[Action.RubCounterclockwise]
[Action.RubCounterclockwise]:[string, string] = ["Rub Counterclockwise", "Rubbing this item manifests its effects to the holder."]
[Action.SailToCivilization]
[Action.SailToCivilization]:[string, string] = ["Sail To Civilization", "After collecting all the pieces of treasure, you can return to civilization and bask in the glory of your riches and fame. You can always return back to these lands afterwards."]
[Action.SetDown]
[Action.SetDown]:[string, string] = ["Set Down", "Using this item will place it on top of whatever tile is present in your facing direction. This is different than just dropping the item."]
[Action.Shoot]
[Action.Shoot]:[string, string] = ["Shoot", "Shoot this ammunition with an equipped weapon that can fire it."]
[Action.Sleep]
[Action.Sleep]:[string, string, string] = ["Sleep", "Used to sleep for a period of time to regain health and stamina. Duration is based on camping skill and time of day. A bonus to all effects (including length) will be granted if facing a fire or lit doodad. Hunger and dehydration increase slower while sleeping.", "Increases sleep cycles, chance of skill gain, and stats replenished."]
[Action.SmotherFire]
[Action.SmotherFire]:[string, string, string] = ["Smother Fire", "Using this will extinguish fires as well as cover the facing tile with this item.", "Increases chance of success, skill gained, reputation gained. Decreases stamina used."]
[Action.Squeeze]
[Action.Squeeze]:[string, string] = ["Squeeze", "Consumed on use. Spews a stream of fire in your facing direction."]
[Action.StartFire]
[Action.StartFire]:[string, string, string] = ["Start Fire", "Used to start a fire. Use on campfires, furnaces, etc. to light them or on an empty tile. Using this action may require kindling, tinder and a fuel item in your inventory depending on the circumstance.", "Increases chance of success and skill gained. Lengthens the time the fire lasts. Decreases stamina used."]
[Action.StokeFire]
[Action.StokeFire]:[string, string] = ["Stoke Fire", "Used on a fire source to increase the strength of the flame."]
[Action.Tame]
[Action.Tame]:[string, string] = ["Tame", ""]
[Action.Teleport]
[Action.Teleport]:[string, string] = ["Teleport", "With a flick of the wand, teleport to a location in front of where you are facing."]
[Action.TellTime]
[Action.TellTime]:[string, string] = ["Tell Time", "Used to measure the time of day or night."]
[Action.TestDepth]
[Action.TestDepth]:[string, string] = ["Test Depth", "Used when facing a well to test the depth and water type of a well by lowering the rope down."]
[Action.Throw]
[Action.Throw]:[string, string] = ["Throw", "Used to toss an item at your facing direction. The damage, range, and stamina usage when throwing is based on the item's weight, your throwing skill, and magical properties."]
[Action.Till]
[Action.Till]:[string, string, string] = ["Till", "Use while facing a tile you wish to till, granting it properties for better plant growth.", "Increases chance of success, skill gained, reputation gained. Decreases stamina used."]
[Action.Trade]
[Action.Trade]:[string, string] = ["Trade", ""]
[Action.Transmogrify]
[Action.Transmogrify]:[string, string, string] = ["Transmogrify", "Used to transmogrify an item, modifying its existing magical properties.", "Increases chance of success, skill gained, and reputation gained. Decreases stamina used."]
[Action.Upgrade]:[string, string, string] = ["Upgrade", "Used to upgrade a magical item, improving the strength of its existing magical property.", "Increases chance of success, skill gained, reputation gained, and improvement to magical strength. Decreases stamina used."]
[HelpArticle.Actions]:[string, string, string, string] = ["Actions","A guide on how to interact with items, tiles, or the things on a tile.","Interacting with tiles and items.",`Opening up the actions menu ({BINDINGS:GameActions}) will bring up a list of actions you can perform, usually on the tile or object you're facing. Some examples include collecting fruits from plants, picking up {(Menu.HelpArticle.Doodads):doodads} you've placed, and {(Menu.HelpArticle.RestingSleeping):resting}. There is also the "Jump" action that can help you get out of tight spots, but be careful when using it as it reduces stamina based on the weight you're carrying.All items also have actions that can be performed on them. The item actions menu is opened by pressing {BINDINGS:GameItemMenu}. Tools will usually have actions that can be used on the facing tile, while other items will have actions that affect the tile you're standing on, or just you, such as consuming a food with the "Eat" action.Many items have action tiers associated with them. Action tiers affect many different interactions while using the item; things like success chances, stamina depletion rates, etc. Item quality provides a bonus to action tiers as well. While hovering over items, you can use the {BINDINGS:GameInspectItem} bind to show more information on each action the item can perform and what the action tier affects.Since finding an item in your inventory and using the item action menu on it can be a pain, you can use {(Menu.HelpArticle.Quickslots):quickslots} to speed up the process.`,]
[HelpArticle.AttackingDamage]
[HelpArticle.AttackingDamage]:[string, string, string, string] = ["Attacking & Damage","How to attack, damage others, and mitigate damage to you.","Learn about how to attack and the effectiveness of damage against yourself and others.",`{_Auto Attack_}By default, you will attack creatures (who are not tamed) by walking into them. You can disable this feature by either turning off the Auto Attack option in the Options menu or Quick Settings ({BINDINGS:DialogOptions}) dialog. You will also not automatically attack if you have both of your hands disabled for use. While either of these is true, you sometimes may swap positions with creatures if they are small enough. Not all creatures, including bigger creatures, will allow you to swap positions with them.{_Equipment & Hand Usage_}You can enable and disable each {(Menu.HelpArticle.HeldItems):hand} for use when attacking by selecting the checkboxes underneath the Equipment dialog or by using the {BINDINGS:GameHandToggleLeft} and {BINDINGS:GameHandToggleRight} binds for each hand. If no equipment is equipped in your hands, you will use your fist. If both hands are selected for use, you will take turns using each hand, each attack.{_Damage Types_}There are four damage types: Piercing, Slashing, Blunt, and Fire. These damage types are applied to every weapon and creature. They exist as vulnerabilities and resistances on equipment and creatures. Hovering over weapons and equipment items will reveal these values. By hovering over creatures, your skill in Anatomy will give you an idea of what damage types the creature is vulnerable or resistant to. The accuracy of this readout will improve as your skill in Anatomy increases.{_Effectiveness_}If a weapon has multiple damage types, it will use both of them on each hit. Each value in a resistance will reduce the damage by one, and each vulnerability will increase it by one. As an example:You hit a scorpion with a wooden sword that deals 3 blunt/piercing damage. Scorpions have a resistance of 1 against piercing and a vulnerability of 2 against blunt with a base defense of 2. The scorpion would take 2 damage (3 - 2 - 1 + 2) in this scenario when other factors like skills are not applied.You can review your current vulnerabilities and resistances by hovering over the defense numbers next to the shield icon by your stats.{_Parrying_}By equipping two weapons, two shields, or a combination in between each hand, you will begin to parry automatically. While parrying, your base defense will raise and can sometimes parry incoming attacks from creatures, mitigating some damage. This increased defense and damage mitigation chance is dependent on your parrying skill. You can review these values by hovering over the defense numbers next to the shield icon by your stats. The parrying skill will raise as you engage in combat with both hands equipped.{_Tactics_}Tactics will increase the damage you can perform when attacking. You can review this value by hovering over the attack numbers next to the sword icon by your stats. The tactics skill will raise as you engage in combat.{_Attacking Merchants_}By default, when walking into {(Menu.HelpArticle.Merchants):merchants}, you will not attack them, but instead, trade with them. You have to specifically attack them to engage in combat. You can do this through the action menu, by choosing the "Attack" action, or by choosing the "Attack" action on an individual item by opening the item's menu. Damaging them in other ways will also cause them to become hostile.`,]
[HelpArticle.Bugs]
[HelpArticle.Bugs]:[string, string, string, string] = ["Bugs and Errors","Did you get an error? Please report it!","Learn how to report bugs and debug Wayward.",`Please report all the issues you spot! While we try to ensure Wayward is very stable, some things fall through the cracks. Wayward is still in beta status and our development team is very small. Therefore, without players reporting issues, they may stay unresolved. If you do report your bugs, we cannot express just how much we appreciate them!With that being said, {(https://steamcommunity.com/sharedfiles/filedetails/?id=798938225):here is a guide on how to report and debug issues you have with Wayward}.Report bugs and issues at:1. {(https://steamcommunity.com/app/379210/discussions/1/):Steam Discussions Bug Reports forum} OR2. {(https://discord.gg/wayward):Discord}`,]
[HelpArticle.Controls]
[HelpArticle.Controls]:[string, string, string, string] = ["Controls","A guide on using the keybindings associated with common actions in the game, to speed up gameplay, and other related tips and tricks.","Learn common keybinds for the game.",`{# Main Keybinds}{#--TEXT-SECONDARY:Pause Menu:} {BINDINGS:GamePause}{#--TEXT-SECONDARY:Save Game:} {BINDINGS:GameSave}{#--TEXT-SECONDARY:Help:} {BINDINGS:DialogHelp}{#--TEXT-SECONDARY:Options:} {BINDINGS:DialogOptions}{#--TEXT-SECONDARY:Milestones:} {BINDINGS:DialogMilestones}{#--TEXT-SECONDARY:Notes:} {BINDINGS:DialogNotes}{#--TEXT-SECONDARY:Messages:} {BINDINGS:DialogMessages}{#--TEXT-SECONDARY:Actions:} {BINDINGS:GameActions}{#--TEXT-SECONDARY:Inventory:} {BINDINGS:DialogInventory}{#--TEXT-SECONDARY:Crafting:} {BINDINGS:DialogCrafting}{#--TEXT-SECONDARY:Equipment:} {BINDINGS:DialogEquipment}{#--TEXT-SECONDARY:Skills:} {BINDINGS:DialogSkills}{#--TEXT-SECONDARY:Close All Dialogs:} {BINDINGS:DialogCloseAll}Keybindings can be changed in the {(Menu.Options.5):Options Menu}.For more binds, see the {(Menu.Options.5):Options Menu}.{# Movement}{#--TEXT-SECONDARY:Directional movement:} {BINDINGS:GameMoveUp} (up), {BINDINGS:GameMoveLeft} (left), {BINDINGS:GameMoveDown} (down), {BINDINGS:GameMoveRight} (right){#--TEXT-SECONDARY:Move towards mouse:} {BINDINGS:GameMoveDirection}{#--TEXT-SECONDARY:Move to the tile under the mouse:} {BINDINGS:GameMoveToTile}{#--TEXT-SECONDARY:Skip/pass a turn:} {BINDINGS:GameIdle} or {BINDINGS:GameMoveDirection} (with your mouse over your character).{#--TEXT-SECONDARY:Facing a direction without moving:} {BINDINGS:GameFaceDirection} and your character will face towards your mouse (there are corresponding facing binds for all directions as well).If there is too much or too little delay between turning a direction and moving, you can fine-tune it in the {(Menu.Options.3):Options Menu}.{# Actions}Interacting through the world is done mostly through the {(Menu.HelpArticle.Actions):actions} menu, opened using {BINDINGS:GameActions}.{# Using Items}See {(Menu.HelpArticle.Actions):Actions} and {(Menu.HelpArticle.Quickslots):Quickslots}.{# Item Management}{_Dropping items_}{#--TEXT-SECONDARY:Drop an item:} {BINDINGS:GameItemDrop} (when the mouse is over the item), or use the {(Menu.HelpArticle.Actions):"Drop" action} on the item.{#--TEXT-SECONDARY:Drop all of a type of item:} {BINDINGS:GameItemDropAll} (when the mouse is over the type of item to drop), or use the {(Menu.HelpArticle.Actions):"Drop All" action}.If there is a tile in the way of dropping an item, by default nothing will happen. You may change this functionality in the "Drop Location" setting, available in the {(Menu.Options.3):Options Menu} and the Quick Settings dialog.{_Moving items_}{#--TEXT-SECONDARY:Quickly moving items between containers:} {BINDINGS:GameItemQuickMove} (when the mouse is over the item){#--TEXT-SECONDARY:Quickly moving all of the same type of item between containers:} {BINDINGS:GameItemQuickMoveAll} (when the mouse is over the type of item)Quick-moving items works with your open container dialog, or, if there is no container dialog open, the container your character is facing.{# More Information}Hovering over elements on screen will typically reveal more information, usually in a tooltip. Some examples include items in dialogs, and doodads, creatures, and items in the world. Items in the crafting dialog will highlight the items that will be used when they are crafted.Tooltips for tiles in the world can be disabled. When this is the case, you can still get information about the tile you are hovering over with {BINDINGS:GameInspect}.`,]
[HelpArticle.Crafting]
[HelpArticle.Crafting]:[string, string, string, string] = ["Crafting","A guide to the crafting system: What items to use, and affecting the output durability and quality.","The ins and outs of smashing materials together.",`You can open the crafting dialog with the "Crafting" menu bar button, or with {BINDINGS:DialogCrafting}.Crafting is simple to perform, but the system has a lot of depth.{_Which Items Are Used_}When hovering over a recipe (item) in the crafting dialog, the items that will be used to craft it will be highlighted with a white border.You may notice that the recipe always uses the first instance of the item in your inventory. To change what items are used in a craft, you can simply change the order of the items in your inventory.{_Durability and Quality_}The durability and {(Menu.HelpArticle.ItemQualities):quality} of crafting ingredients affects the durability and quality of the resulting item:- Ingredients that are damaged will cause the resulting item to be less durable.- Using superior, remarkable, exceptional or mastercrafted items and required {(Menu.HelpArticle.Doodads):doodads} increases your chances to craft a high-quality item. This counts for both consumed and required items, but more so for consumed ones.- The skill used in the craft will also factor into the quality of the resulting item. The higher your skills, the better chance at a higher quality items.- Decayable items (such as food) also gain decay bonuses from using higher quality items in the craft.{_Tiers_}Using higher tiered items and doodads can produce higher quality crafted items. For example, using an iron hammer versus a stone hammer or an iron anvil versus a stone anvil. You are able to see which tier an item or doodad is based on its grouping within the tooltip of each item or doodad.{_Efficacy_}After reaching 20% in each crafting skill, you will unlock the ability to gauge how effectively you are crafting items. This will show you how close to the maximum bonus you are based on the item/doodad qualities and item/doodad tiers you are using in each craft. The higher this bonus is, the higher the odds of crafting a quality item is. After reaching 80% in the crafting skill, an exact efficacy percentage will be revealed.{_Unlocking New Recipes_}You can find new crafting recipes by gathering the required items in your inventory and by finding old instructional scrolls.`,]
[HelpArticle.Death]
[HelpArticle.Death]:[string, string, string, string] = ["Death","It will happen to us all eventually. This contains information about what carries over between lives.","What carries over between lives.",`Death is permanent. Although you may have died, all of the crafting recipes you have discovered will be ready on your next playthrough. Your {(Menu.HelpArticle.Milestones):milestones} will also carry over, providing you multiple starting benefits.If you are finding the game too difficult, learn more on managing your {(Menu.HelpArticle.Reputation):reputation} which can affect the game's difficulty.`,]
[HelpArticle.Doodads]
[HelpArticle.Doodads]:[string, string, string, string] = ["Doodads","Learn about, and how to interact with, objects placed in the world, such as plants or structures.","A guide on plants, structures, and other objects affixed to the ground.",`Objects attached to the ground like plants, piles of rocks, furnaces, and even campfires are considered to be a "doodad".To "collect" them (pick them up), you can do one of the following:1. While facing the doodad, use the {(Menu.HelpArticle.Actions):"Collect Object With Hands" action}.2. Use an item with a "Digging" use, such as a stone shovel.3. Use an item with a "Carving" use, such as a sharp rock.4. Use an item with a "Gather" use, such as a wooden pole.5. Use an item with a "Harvest" use, such as a stone knife.Using your bare hands (the first of the above options) can sometimes harm you. The other options are safe, as they use tools, but they will decrease the durability of that tool.`,]
[HelpArticle.FastPickup]
[HelpArticle.FastPickup]:[string, string, string, string] = ["Fast Pick-up","A summary on ways to pick up items on the ground.","A quick way to get items on the ground.",`If there is an item on a tile that you would like to pick up, you can either walk onto the tile (if the {(Menu.Options.3):"Auto Pick-up" option} is enabled) or use the {(Menu.HelpArticle.Actions):"Pick-up Item" action} while facing the tile.There can be multiple items on a tile. When you are standing over them, you can press {BINDINGS:GameIdle} to pass the turn and gather the items one at a time. Alternatively, you can pick up all the items on the tile by facing the tile, then using the {(Menu.HelpArticle.Actions):"Pick-up All Items" action}.`,]
[HelpArticle.GameModes]
[HelpArticle.GameModes]:[string, string, string, string] = ["Game Modes & Difficulty","Exploring the different ways to play Wayward and modifying the difficulty.","Explanation of the different game and turn modes and difficulty in Wayward.",`{# Game Modes}{_Hardcore_}{#--TEXT-SECONDARY:Difficulty:} Medium to HighThe default and definitive way to play.- Death is permanent.- {(Menu.HelpArticle.Reputation):Reputation} can be altered via in-game actions to dynamically modify the game's difficulty.{_Casual_}{#--TEXT-SECONDARY:Difficulty:} Low- Dying will respawn you in the last place you rested or slept, with your items dropped at the location of your demise.- Most creatures are neutral/peaceful unless attacked.- Reputation will still impact creature spawn types and frequency, but you can engage with them at your choosing.- {(Menu.HelpArticle.Milestones):Milestones} are disabled in this mode.{_Challenge_}{#--TEXT-SECONDARY:Difficulty:} High- Randomized difficulty modifiers and a unique set of quests, intended for quick play sessions.- Saving is disabled in this mode.- Choose the "Daily" option to compete with others or yourself for highscores.- Due to the modifiers and set of quests that must be performed difficulty in this mode will always be high regardless of reputation.- Score is gained by raising stats and skills as per normal, but also when completing quests. Score decays as turns pass, so it's best to complete quests and the challege as quickly as possible.- Only "Challenge Mode" {(Menu.HelpArticle.Milestones):milestones} are obtainable in this mode.{_Custom_}- Allows you to customize your game to your liking, choosing from a large set of difficulty modifiers.- Some of the customizable aspects are features of the above modes (peaceful creatures, respawning, etc.).- {(Menu.HelpArticle.Milestones):Milestones} are disabled in this mode.{#--TEXT-SECONDARY:{/Whether in Challenge Mode or Custom Mode, you can see which modifiers are enabled with the pause menu ({BINDINGS:GamePause})/}}{# Turn Modes}Depending on if you are playing a single player or multiplayer game, you can choose from the following turn modes:{_Manual Turns_}{#--TEXT-SECONDARY:Difficulty:} LowTurns only pass as players perform actions (also known as "turn-based"). This mode is only available in single player mode.{_Simulated Turns_}{#--TEXT-SECONDARY:Difficulty:} MediumTurns happen automatically as long as player(s) are performing actions. This mode is only available in multiplayer mode.{_Real-time Turns_}{#--TEXT-SECONDARY:Difficulty:} HighTurns happen automatically as time passes. You can modify the time between turns with the "Tick Time" setting.{#--TEXT-SECONDARY:{/Turn modes and other settings can be modified at any time within the "Modes" menu ({BINDINGS:GamePause})/}}`,]
[HelpArticle.Gardening]
[HelpArticle.Gardening]:[string, string, string, string] = ["Gardening","Learn about the cycles of growth for plant-life and tips on gardening.","Tips on gardening and information on growth cycles.",`The full plant life cycle is represented within Wayward. In order, these are: germinating, seedling, vegetative, budding, flowering, ripening, and dead. Fungus follows the same steps, but are named: germinating, spreading, forming, young, fruiting, and full. Each of these stages provide different {(Menu.HelpArticle.ResourceGathering):resources when gathering or harvesting}.You can attempt to water plants (by using the "Pour" action on water containers) or plant them on fertile soil to reduce their growth time. Watering plants will also heal them if they became damaged through harvesting or trampling.Through the use of fertilization, you can promote the fertility of plants (spreading and propagation) and decrease growing time. By combining compostable items to produce compost, and making bone meal through the grinding of bones, you can craft fertilizer. Combine it with soil (produced when digging dirt) to create fertile soil. Fertile soil can be placed down, tilled, then used as the target for planting seeds and mushrooms.`,]
[HelpArticle.HeldItems]
[HelpArticle.HeldItems]:[string, string, string, string] = ["Held Items","Using the left and right hand equipment slots.","Understanding the use of both of your hands.",`Your left and right hand equipment slots are interchangeable. You can equip two weapons, two tools, two shields or any combination in between.You will notice the options "Left Hand" and "Right Hand" in the equipment dialog ({BINDINGS:DialogEquipment}). With both options enabled, you will use both hands (and whatever is equipped in each slot) in combat and in gathering/harvesting (with "Auto Gather/Harvest" enabled). Only one hand is used per turn, so both being enabled means the hands switch off. Be careful to disable a hand if you don't have something equipped in it, as you could harm a hand by mistake.If both hands are disabled, automatic gathering and combat is not possible.To receive a parrying defense bonus, you must be holding an item in each hand (one to parry with, one to fight with).`,]
[HelpArticle.Interface]
[HelpArticle.Interface]:[string, string, string, string] = ["Interface","How to interact with and customize the windows/dialogs.","The customizable windows/dialogs of Wayward.",`Wayward uses dialogs, or windows, for displaying most in-game information. This means the interface is almost completely customizable.You can move the dialogs by dragging them by the title bar, and you can resize them by dragging on their edges or corners.The "static" elements on the screen, namely, your stats, the menu bar, and the list of messages, can all be moved to other corners or edges of the screen, using the options in their context menus ({BINDINGS:MenuContextMenu}). The list of messages can be put into a dialog with {BINDINGS:DialogMessages} or using the "Show as Dialog" option in its context menu.The interface setup for each world is retained between saving and loading the game.`,]
[HelpArticle.InventoryManagement]
[HelpArticle.InventoryManagement]:[string, string, string, string] = ["Inventory\nManagement","Learn ways of organizing, moving, and dropping items.","Organizing, moving, and dropping items.",`There are many ways to organize and move items in Wayward.1. {_Drag and Drop_}: By holding {BINDINGS:GameItemMove}, you may drag and drop items into a container dialog, quickslot, equipment slot, or directly on to the ground. Dragging and dropping to the game screen will drop it in front of you, or inside a chest if you are facing one.2. {_Quickmoving_}: With {BINDINGS:GameItemQuickMove} you can move an item instantly from your inventory to a container or vice-versa. You can use this while the container is not open, if your character is facing towards it. You may also use {BINDINGS:GameItemQuickMoveAll} to instantly move all items of the same type.3. {_From the item's menu_}: You can use {(Menu.HelpArticle.Actions):actions} to drop and move items as well: namely, "Drop", "Drop All", "Move", and "Move All". The "Move" actions will only appear if there is a container dialog open. If the item in question is of a {(Menu.HelpArticle.ItemQualities):high quality}, there will be actions for dropping or moving all items of that quality.4. {_Dropping items_}: By pressing {BINDINGS:GameItemDrop}, you may drop an item onto the ground. If the tile in front of you is blocked, nothing will happen, or the item will be dropped at your feet, if your "Drop Location" option is set to "Drop at Feet When Blocked". You may also press {BINDINGS:GameItemDropAll} to drop all items of the same type.`,]
[HelpArticle.ItemQualities]
[HelpArticle.ItemQualities]:[string, string, string, string] = ["Item Qualities","Understanding the differences between normal items and those of quality.","Superior, remarkable, exceptional, and mastercrafted item qualities.",`There are three item qualities, each with differing properties.1. Superior: Outlined in a {#--COLOR-QUALITY-SUPERIOR:green} border, these items will have slightly higher durability than normal items.2. Remarkable: Outlined in a {#--COLOR-QUALITY-REMARKABLE:blue} border, these items will have higher durability than normal items.3. Exceptional: Outlined in a {#--COLOR-QUALITY-EXCEPTIONAL:purple} border, these items will have much higher durability than normal items.4. Mastercrafted: Outlined in a {#--COLOR-QUALITY-MASTERCRAFTED:tangerine} border, these items will have double the durability of exceptional items and will have guaranteed magical properties.Any item can have magical properties, but higher qualities will produce them more frequently. These magical properties include such things as increased skills or stats on equipping, reduced item weight, increased weight capacity, and many more depending on the item.Besides the bonuses to durability, item quality will also provide bonuses to item uses such as consumption potency, fuel values, and others depending on the type of item it is. Certain tools and items will also provide bonuses for specific actions. For example, when gathering, the higher quality and tier your tool is, the higher chance of success, skill gain, items gained, quality of items gained, while decreasing stamina use, and chance of damaging plants. You can learn more about the effect of each item for each action by inspecting the item by pressing {BINDINGS:GameInspectItem} while hovering over an item. Additionally, the more items of quality used in a {(Menu.HelpArticle.Crafting):craft}, the higher the chance of producing a higher quality item is.`,]
[HelpArticle.Merchants]
[HelpArticle.Merchants]:[string, string, string, string] = ["Merchants","Learn how to trade and interact with wandering merchants.","Interacting with non-playable characters.",`You can drag items into the wandering merchant's inventory to receive barter credit. Alternatively, you can also use the item's menu to trade as well. You can use this barter credit to trade for other items that you wish to receive in return. You can come back at any time to trade with the merchant, but be careful, they may "wander" away for good eventually.Your bartering skill influences the amount of barter credit received when trading items; however, merchants will always trade items back at a higher value.If you do not wish to trade with the merchant, you can also choose to instigate an attack towards the wanderer using the {(Menu.HelpArticle.Actions):"Attack" option in the action menu}. But, be careful; they won't take kindly to such hostile actions.`,]
[HelpArticle.Milestones]
[HelpArticle.Milestones]:[string, string, string, string] = ["Milestones","A short guide on Wayward's unlockable achievement system.","The unlockable achievement system of the game.",`Milestones are a list of goals or achievements you can work towards. Milestone progress is retained between characters and saves. Completing a milestone will unlock the corresponding "Milestone Modifier" for it. These modifiers can be used when starting a new game to add unique gameplay scenarios when enabled. Many of the modifiers have positives and negatives assostiated with them based on gameplay balance and the milestone's rarity.Not all {(Menu.HelpArticle.GameModes):game modes} have all milestones enabled for progression.Most milestones add up over time, such as "Friendly", which counts how many creatures you tame, or "Chef", which counts how many times you cook food. However, there are a few milestones that simply require an amount of something to be unlocked. Examples of this milestone type are "Malevolent" and "Benevolent", which require your malignity or benignity to be at 64000.`,]
[HelpArticle.Multiplayer]
[HelpArticle.Multiplayer]:[string, string, string, string] = ["Multiplayer","Information on the multiplayer system in Wayward.","Survival is easier with company!",`Multiplayer in Wayward is enabled for up to 32 players. Multiplayer works on a simulated real-time mode where each turn happens on a fixed interval. "Casual" and "Hardcore" modes work a bit differently than in single player. Casual mode allows players to respawn as per normal, but in hardcore mode, when you die you will continue to play in ghost form, allowing you to spectate but not interact normally. Multiplayer also allows for a special PVP flag to be set to allow players to hurt and kill other players. Multiplayer options can be set in the multiplayer menu via the pause menu accessed with {BINDINGS:GamePause}.Creature spawn rates, creature difficulty, and {(Menu.HelpArticle.Reputation):reputation} are all based on how many connected players there are and will scale and average based on each individual player.{# Commands}You can use several special commands while playing multiplayer. To see a list of all possible commands, type "/commands" in the chat bar and hit enter. The following commands are also available for use:{#--TEXT-SECONDARY:/players} — Shows a list of all connected players.{#--TEXT-SECONDARY:/ping} — Shows your latency to the host player.{#--TEXT-SECONDARY:/kick} — Allows the host to kick a player.{#--TEXT-SECONDARY:/banned} — Shows a list of all banned players.{#--TEXT-SECONDARY:/ban} — Allows the host to ban a player.{#--TEXT-SECONDARY:/unban} — Allows the host to unban a player.`,]
[HelpArticle.Overweight]
[HelpArticle.Overweight]:[string, string, string, string] = ["Overweight","Learn the impacts of being overweight.","Understanding being encumbered and overburdened.",`If you are carrying too much weight, you will be "Encumbered". The first level of encumbrance will slow down your movement and reduce {(Menu.HelpArticle.Stats):stamina regeneration}. If it progresses to the second level, "Overburdened", you will take damage as you move.You can drop items from your inventory with {BINDINGS:GameItemDrop}, {BINDINGS:GameItemDropAll} (to drop all of one type of item), you can use the {(Menu.HelpArticle.Actions):"Drop" action on the item}, or you can drag and drop them on to the game screen.`,]
[HelpArticle.Quickslots]
[HelpArticle.Quickslots]:[string, string, string, string] = ["Quickslots","Learn the easier way to use actions on items.","The easier way to use actions on items.",`{(Menu.HelpArticle.Actions):Opening an item's menu to perform actions} can be tiresome. Quickslots are for using an action on an item with the press of a bind.{# Quickslotting an Item}You can drag any item into one of your nine quickslots to quickslot the item in that slot. You can also use any of the quickslot binds to toggle the item being quickslotted to the slot of the bind you press. Alternatively, you can use the {(Menu.HelpArticle.Actions):"Add to Quickslot" action} to add it to an open quickslot.{# Using a Quickslotted Item}By default, pressing the bind for a quickslot will perform the default {(Menu.HelpArticle.Actions):action} for the item in that slot; the action depends on what kind of item it is.You can change the action to perform for a quickslot item by opening the actions menu ({BINDINGS:GameItemMenu}), and clicking the x icon next to the preferred action, turning it into a √.{# Removing a Quickslotted Item}There are two binds provided for removing items from quickslots. You can press {BINDINGS:GameQuickSlotClear} to clear the hovered item from its quickslot, or to clear the hovered quickslot. You can also press any of the quickslot binds to toggle the hovered item being quickslotted to that slot.`,]
[HelpArticle.Reputation]
[HelpArticle.Reputation]:[string, string, string, string] = ["Reputation","Mastering malignity and benignity to modify the game's difficulty.","Learn all about reputation and its impact on the game's difficulty.",`The island is alive and judges your actions. It returns in kind and unkind by modifying the difficulty of the game. The lower your reputation is, the more malignity you are gaining. The higher your reputation is, the more benignity you are gaining. Reputation values in the negative will result in increasing difficulty to creatures that spawn and their frequency. You will find unique creatures and situations by modifying your reputation into the positive and negative. There are no optimal reputation amounts, only what is survivable and enjoyable for your playstyle.If you are interested in a fairly peaceful game, you will want to have a positive reputation.If you are interested in combat and discovering unique creatures to battle, you will want to have a negative reputation.Reputation is not permanent; you are free to modify your reputation (and thus, the game's difficulty) at any time by performing certain actions in the game.Some things that gain you benignity include the following:1. Planting, watering, and cultivating plants.2. Fishing and dredging seaweed.3. Taming, feeding, and petting creatures.Some things that gain you malignity include the following:1. Gathering resources from trees or mountains; destroying them.2. Killing innocent or neutral creatures.3. Gaining stats or using skills that reduce reputation.You can see which skills impact reputation by opening your skill dialog accessed with {BINDINGS:DialogSkills} and hovering over each skill. Similarly, you can see the impact for crafting items by finding the "Crafting Reputation" value in the item tooltip within the crafting dialog. Each action as illustrated above can also affect reputation.Both positive and negative have maximums set at 64,000 and -64,000 respectively; however, if you continue to add points against this cap, the inverse reputation will be earned.`,]
[HelpArticle.ResourceGathering]
[HelpArticle.ResourceGathering]:[string, string, string, string] = ["Resource\nGathering","A guide on collecting items from the environment or creatures.","Collecting items from the environment.",`To gather resources from trees or rocks, you must use the "Gather" action from an item's menu. It is also recommended you quickslot it for quick usage. You may have to default its usage as "Gather" if it is not the default action. See {(Menu.HelpArticle.Quickslots):Quickslots} for more information on this functionality. You may not always succeed in gathering materials (the chances are based on your skill and tool). The {(Menu.HelpArticle.ItemQualities):quality} of the items you gather is based on your skill, but mostly based on the quality of the plant or object you are gathering or harvesting.Alternatively, if you have the "Auto Gather/Harvest" option set, you can simply move into resource tiles that block movement to gather. You will use whatever is in your hands to gather. You can choose what tool specifically is used in either your left or right hand by selecting which to use at the bottom of your equipment menu. It is harmful to try to resource gather without tools.Some resources are not gathered in this fashion. Things like small plants and other objects attached to the ground (referred to as doodads) require different methods. Review the {(Menu.HelpArticle.Doodads):"Doodads" help entry} for more information on these items.{# Resource Stages}Many plant-based resources have cycles of growth, following a predictable pattern from "germinating" all the way up to "ripening". Every plant and fungus features unique resources at each stage of growth. If you attempt to gather or harvest from a plant too early, you may not get the full amount of resources. Knowing the steps of growth is also important when {(Menu.HelpArticle.Gardening):gardening}.{# Gathering & Harvesting}Gathering is a destructive process, meaning, you will attempt to gather everything from the plant. Some vegetables and fruits require this to get the edible portion, such as potatoes or carrots for example.Harvesting a plant will only attempt to get what will keep the plant alive and/or sustainable. This is not always an option for all plants, and sometimes will only result in getting their seeds.`,]
[HelpArticle.RestingSleeping]
[HelpArticle.RestingSleeping]:[string, string, string, string] = ["Resting and Sleeping","Tips on how to get the best regenerative effects while resting and sleeping.","Learning the differences between resting and sleeping and additional bonuses that can be applied.",`Resting and sleeping are different actions and have their own set of pros and cons.{_Resting_}1. You are able to cancel out of resting.2. Reduces hunger and thirst rate, but not as much as sleeping.3. Increases stamina and health regeneration, but not as much as sleeping.4. You cannot rest while your stamina is full. Rest will automatically be cancelled once your stamina is full.5. Fire sources have no impact on regeneration or rest length.{_Sleeping_}1. You cannot cancel out of sleeping, potentially leading to oversleeping or other dangers.2. Reduces hunger and thirst rate more so than resting.3. Increases stamina and health regeneration more so than resting.4. You can sleep indefinitely regardless of stamina value.5. Fire sources (lit campfires, lit furnaces, cooling lava, etc.) will produce better stamina and health regeneration as well as increase the amount of turns you can sleep in one {(Menu.HelpArticle.Actions):action}.{_Items & Doodads_}By using a bedding item or {(Menu.HelpArticle.Doodads):doodad} (like a placed bedroll) you will receive better stamina and health regeneration. Resting or sleeping on the ground will produce the worst regenerative effects. A message will appear warning you of this effect.{_Creatures_}You will not be able to rest or sleep effectively while untamed creatures are nearby. If they are breaking doodads (like doors and walls) within a radius of up to 5 tiles away, you may wake up. If they are up to 3 tiles away, you may also wake up from hearing them stirring.{_Terrain_}Resting or sleeping on certain terrain will decrease the maximum amount of turns you can rest or sleep in one action. This includes terrain like water, snow, etc. A message will appear warning you of this effect.{_Camping_}The higher your camping skill, the higher the maximum amount of turns you can rest or sleep in one action.{_Darkness_}Darkness in the form of nighttime or caves will increase the amount of turns you can rest or sleep in one action.{_Multiplayer & Real-time_}Resting and sleeping work differently when playing a multiplayer game or setting the mode to "real-time" turns, in that performing the rest/sleep actions will no longer progress time (or pass turns). Its use is shifted towards a regenerative role exclusively in these modes.`,]
[HelpArticle.Stats]
[HelpArticle.Stats]:[string, string, string, string] = ["Stats","Learn how to understand and manage your health, stamina, hunger, and thirst.","A numerical representation of your wellbeing.",`You have four core stats: {#--STAT-COLOR-HEALTH:Health}, {#--STAT-COLOR-STAMINA:Stamina}, {#--STAT-COLOR-HUNGER:Hunger}, and {#--STAT-COLOR-THIRST:Thirst}.{# Decaying Stats}If your {#--STAT-COLOR-STAMINA:stamina} is 0 and you take an action, you will lose {#--STAT-COLOR-HEALTH:health}.When your {#--STAT-COLOR-HUNGER:hunger} or {#--STAT-COLOR-THIRST:thirst} tick below zero, each subsequent time they go down, your health will be reduced by their current amount. For example, if you have -4 {#--STAT-COLOR-HUNGER:hunger}, and it goes down to -5, you will lose 5 {#--STAT-COLOR-HEALTH:health}.When your {#--STAT-COLOR-HEALTH:health} reaches 0, you will die.{# Replenishing Stats}{#--STAT-COLOR-STAMINA:Stamina} replenishes slowly over time, but can also be replenished by {(Menu.HelpArticle.RestingSleeping):resting}, most food items, and sleeping for maximum benefits.{#--STAT-COLOR-HUNGER:Hunger} and {#--STAT-COLOR-THIRST:thirst} can be replenished by food and water.{#--STAT-COLOR-HEALTH:Health} recovers slowly over time, but can be restored with bandages, other health items, and some types of food.{# Maximum Stats}Using skills have the chance to increase the maximum values of your stats. An increase in strength will increase the maximum value of your {#--STAT-COLOR-HEALTH:health} as well as your {(Menu.HelpArticle.Overweight):weight limit}. An increase in dexterity will increase your maximum {#--STAT-COLOR-STAMINA:stamina}. An increase in metabolism will increase both {#--STAT-COLOR-HUNGER:hunger} and {#--STAT-COLOR-THIRST:thirst}.There are also {(Menu.HelpArticle.ItemQualities):epic} items that can be {(Menu.HelpArticle.Crafting):crafted} or found that will increase your stats when equipped.`,]
[HelpArticle.Taming]
[HelpArticle.Taming]:[string, string, string, string] = ["Creature Taming","A small guide on how to tame creatures using a variety of methods.","Learn about all the options for taming creatures.",`There's a variety of methods for attempting to tame creatures in Wayward. These include:1. Using the {(Menu.HelpArticle.Actions): "Tame" action in the action menu} when facing acreature. The chances of success of this method are quite low, especially at lower skill levels and varies depending on what the creature is and their difficulty.2. Using the "Offer" option on an item when facing a creature. If the creature wants the item, it will accept you as its owner.3. Dropping items on the ground and having creatures move over it will have them become tame towards you (or any player that is closest to the creature) if they accept the item.Aberrant creatures are harder to tame and will sometimes reject you as its owner even when offering items. This chance is based on your animal taming skill.`,]
[HelpArticle.Welcome]
[HelpArticle.Welcome]:[string, string, string, string] = ["Welcome to Wayward","A short summary of the help menu, and links to more resources on the game.","Welcome to the Early Access version of Wayward!",`Disclaimer: Wayward is currently in beta status and many things will change and improve over time.This is the help menu, which you can use to learn mechanics of the game. If you can't find the information you're looking for in this menu, you can also visit the {(https://steamcommunity.com/app/379210/discussions/):Steam Discussion forums}.If you want to keep up with Wayward, please visit the {(https://www.waywardgame.com):Wayward Website}, {(https://www.reddit.com/r/Wayward):Subreddit}, or {(https://discord.gg/wayward):Discord}.Want to help Wayward? Spread the word, or follow us on one of the following sites: {(https://www.facebook.com/waywardgame):Facebook}, {(https://twitter.com/Wayward_Game):Twitter}, or {(https://www.indiedb.com/games/wayward):IndieDB}.`,]
[Bindable.GameHandToggleLeft]:string = "Toggle Using Left Hand"
[Bindable.GameHandToggleRight]
[Bindable.GameHandToggleRight]:string = "Toggle Using Right Hand"
[Bindable.GameIdle]
[Bindable.GameIdle]:[string, string] = ["Idle", "Passes a turn. Idling when over cave entrances ascends/descends. Idling when on a stack of items picks up one item at a time."]
[BookType.DarknessCalls]:[string, string] = ["Darkness Calls", `The entire book seems stained with black soot. Some pages are entirely blackened with various stains."As I explored the caves and below-ground subterranean passages, I often heard voices through the rocks. I played it up as nerves at first. After several days I decided to give in to this madness and work my way through the rock and rubble, mining away into the earth with much fury."Two pages appear to be ripped out here."Their hands were like firey hot bludgeoning needles, prodding and scraping my skin leaving me with frostbite. The amalgamation of every malady and pain I have ever felt in my many years here. A strange sensation to be sure."Yet another page was ripped out in this section."And what is this that they produce? Something so dark and ephemeral I could barely see it floating above the void.""Dark on dark on dark."`]
[BookType.Deities]
[BookType.Deities]:[string, string] = ["Deities", `"The same three strange symbols seem to appear again and again on artifacts, cave walls, and even old long-ago abandoned buildings. Cross referencing other resources and even some older journals we have found references to deities, spirits, and even Gods. Most likely worshiped by the heathens that used to inhabit these lands. They seem connected to these islands somehow.""The three names seem to be mentioned again and again, Wry, Da, and Aw."`]
[BookType.IslandPresence]
[BookType.IslandPresence]:[string, string] = ["William J. Andrews", `"This island seems to react to my presence. I often have a weird feeling, like something is watching me, but besides the constant barrage of bloodthirsty creatures at my heels, that feeling never leaves me; it follows me even into my dreams. I'm not sure how many more sleepless nights I can lead.""There it is again. I felled a tree. I hear it.""There it is again. I burned a tree. The humming continues.""There it is again, the end. I started a forest fire. It's too loud!"The next pages have undecipherable scribbles and diagrams.`]
[BookType.IslandRiddle]
[BookType.IslandRiddle]:[string, string] = ["Island Riddle", `"I cultivated the land""And dominated over nature""The destitute I remand""Through heinous legislature""Gaze at my wonderful structures""As I tax the poor""Losing my deep-rooted culture""Sacrificed for the allure""I am destined to rise and destined to fall""With an inevitable destruction to mankind and all""What am I?"`]
[BookType.OnWaterAndHydration]
[BookType.OnWaterAndHydration]:[string, string] = ["On Water & Hydration", `"There's water in the ground.""There's water in the cave.""If I go thirsty.""I'll soon find my grave.""There's water in the well.""There's water in the sea.""Shall I go thirsty?""We shall very well see.""Water is found in many places, but not all forms are safe to drink. Take for example your never-ending horizontal surrounding; the sea. It would be so easy if you were able to drink the salty brine, but even in a dire situation, it can often be deadly. It will cause distress to your insides and make you even thirstier. What type of gods found delight in such a thing?""There is a workaround, however. Constructing a still will allow you to desalinate the water by distilling it. Boiling the water for long periods of time will cause the filtered steam to collect in a separate vessel, resulting in nearly pure water. Show those gods what for!""Or perhaps you can find water on land. Water is commonly found in swampy areas and near rocks, especially in high elevation areas where snow may form. Snow is water after all! Water is also commonly abundant in subterranean caves. These forms of water may be safe to drink, but it's always a good idea to boil fresh water. This will require a fire source. Digging can also sometimes provide hidden underground water, especially near other bodies of pre-existing water like ponds and lakes.""For the more industrious type, you may fancy a well. Wells will be able to accumulate rain and ground water, although not all terrain is suitable for their construction. Finding a ground water source may be taxing on resources, especially when you are not able to map any subterranean passages below.""So you see, water is everywhere, you just need to know where to look."The book ends with a signed name, "Henry Cliffe".`]
[BookType.PastCivilizations]
[BookType.PastCivilizations]:[string, string] = ["Past Civilizations", `"We have discovered evidence of many battles here. Not only that, but civilizations, skeletal remains, abandoned houses, and much evidence to support some type of apocalyptic scenario.""Not only that, but it seems to happen again and again; the evidence all points to different ages and different points in time. It appears as though no people are able to survive and thrive in these lands, like some force is forbidding human progress.""These ravenous, unabating creatures are not helping matters, that's for sure."`]
[BookType.PowderyCatalog]
[BookType.PowderyCatalog]:[string, string] = ["A Powdery Catalog", `"The cornerstone to any recipe worth its weight is a powder of some kind. A must have tool for any wayward wanderer is a mortar and pestle. Grind away and you may discover a use for something you may have not considered.""Things are so much more than they seem. Turn them into a powder and you open up so many new possibilities!"The book describes in detail with markings and illustrations of each powder type cataloged.1. "Bone meal from bones. For use with fertilizer and fertile soil to provide nutrients to plants."2. "Flour from wheat. Used in baking goods."3. "Copal resin from copal. Melted down and used to reinforce items."4. "Tannin from tree bark. Used for tanning and leatherworking endeavors."5. "Refined Sand from beach or desert sand. Likely useful for glass and making of green sand for sand casting."6. "Talcum powder from talc. To aid in removing casted material from sand casts."7. "Limestone powder from limestone. Used as a flux when smelting raw ore."8. "Carbon powder from charcoal. Further refines and increases the quality of resulting metal when smelting ore.""My fascinations with powders elude me. Perhaps I was a chemist in another life?"`]
[BookType.SandCasting]:[string, string] = ["Sand Casting", `The entire book seems to be stained with various chemicals and powders."Throughout my metallurgic experiments, I have found the best way to forge iron based tools, weapons, and ingots was to cast large amounts of material to shape it. The best casting method I have found using resources around me was sand casting.""The primary ingredient for creating a sand cast is green sand, a mixture of clay flakes and refined sand. This allows for the malleability of creating the shape of tool and weapon heads, or even forming the ingots in which to work from.""Next, we place the green sand in a flask, crafted with wood, sandstone, rock, or raw clay, finishing the build of the sand cast flask. We then set the shape, place down some talc powder so the finished produce can be lifted easier, and pour the molten smelted mixture into the cast to let it set and harden."The book is adorned with crude drawings of each process."I have also found I can use limestone powder as the flux to refine ores and remove impurities in the smelting process. Some carbon powder is also required to get a proper hardness to the finished metal."The bottom of the paged is signed with "James Townsend, the Smithy".`]
[BookType.TheForce]
[BookType.TheForce]:[string, string] = ["The Force", `"I'm not sure if I can properly explain this. Maybe if I ever see you in person again, I can walk you through it. I can show it to you if you have not yet experienced it. I hope that day comes. Sadly, I fear that shall not be the case.""There is a presence here. It's a force. A force that bends things to its will. It preys on my malevolence. I know I sound mad, but I'm sure of this.""I have dispatched of many helpless creatures here. Not my proudest moments to be sure. That force is the strongest in those times. The times where I push myself over that perilous moral edge and indulge in my very nature. The nature of us all. To fight, to kill, to dominate.""And yet, the force wanes as I tend to my crops and as I slay the evil things that roam here.""Maybe there is no force, and this is just a manifestation of guilt. My abject want of a rejection of progress and to live a peaceful existence.""I hope I can see you again. In this life or the next.""Your loving sister, Margaret."`]
[BookType.TheSlimeRancher]
[BookType.TheSlimeRancher]:[string, string] = ["The Slime Rancher", `"I'd like to think I know my fair share about these slimy creatures that plague my gardens and homes on occasion. Be it green or red, slimes or jelly cubes, I now have a handle on them all.""One early mistake that I made was using my weak knife to dispatch them. It appears that slashing damage causes them to multiply and split more commonly. You are best off with piercing damage as they are resistant to blunt damage. The more damage you do, the less chance they have to multiply.""Another peculiarity I found when destroying these gelatinous gruesomes is that they can only split when there is room around them. Try killing them when they are cornered. They will be unable to proliferate!""Slimes can sometimes act strangely and will merge into other slimes, creating a jelly cube. This is especially challenging if it is an aberrant jelly cube. Those things can certainly pack a punch and be fairly difficult to take down. It's good to keep them separated if you can.""A sickening fact that I discovered awhile ago was that these cannibalistic cruelties will eat other slimes and jellies! Simply offer or place down some slime gelatin and they will become tamed! With this fact, I think I can truly call myself a slime rancher.""The rest of the book contains diagrams and crude sketches describing various anatomical features of slimes and jelly cubes."`]
[BookType.TheSolution]
[BookType.TheSolution]:[string, string] = ["The Solution", `"I have figured it out. I have solved the demands."The book contains several missing pages that appear to be burnt and then ripped out, with what appears to be bloodstains covering the surrounding intact pages."It appears as though I must disguise my revelations going forward. If you are reading this, know that you need {/6/} objects to appease them or it."The number "6" appears to be written in blood."AIFX WICHM""AIFXYH WBUFCWY""AIFXYH EYS""AIFXYH LCHA""AIFX MQILX""AIFXYH MYRNUHN"`]
[BookType.Trapped]
[BookType.Trapped]:[string, string] = ["Trapped!", `"One would assume I would be able to make it back home, or at least a bit further from these strange islands. But try as I might with this ramshackle raft, I am unable to get very far. I somehow always lose my bearing. The horizon becomes unclear and my surroundings blurry. Next thing you know, I find another set of islands that are completely unfamiliar to me.""I am unable to explain this. My charts and maps are correct! I am sure of it. Somebody, or {/something/} is hindering my progress to go back home."The rest of the book is water damaged and most of the writing is illegible.`]
[BookType.TrappersJournal]
[BookType.TrappersJournal]:[string, string] = ["Trapper's Journal", `"Using techniques and skills my father taught to me in my youth, I was successfully able to ward off the monstrosities using traps. The snare and the deadfall become my most useful weapons.""I spent days crafting traps and placing them outside my shelter instead of focusing on traditional weaponry. My combat skills are not so great, and I have not found a meaningful resource to craft armor, so trapping appeared to be my best bet to dispatch these creatures.""I think I just heard my deadfall squish another giant spider. I'll write more on my improvised spider meat meal. Sadly, cooking is not my forte either."`]
[BookType.TravelingBySea]
[BookType.TravelingBySea]:[string, string] = ["Traveling by Sea by Edwarde Smith", `The first page contains a centered preface."Consider this a first draft.""I have made my peace with the fact that I will remain lost to civilization, but at least I will not be lost at sea. My first attempts with a raft ended in failure, wandering in circles, and almost losing a limb to a shark. I then constructed a bull boat, which helped me cross more distant stretches of water.""Upon my island wandering, I came across a sextant in an abandoned house. In another set of islands, I then stumbled upon a spyglass. Both items have come in great help when traversing the sea. I use my sextant to plot my course and stay on target and use my spyglass to spot new land on the horizon.""Before I found them, I was struggling to find new land, and exhausting my food and water."`]
[BookType.Treasures]
[BookType.Treasures]:[string, string] = ["On Treasures", `"The greed that has driven us to these islands now forces us to stay here. Day after day we search for the treasures that brought us to these lands to begin with. Our group of men have discovered several different types of treasure, some even from slaying the ravenous indigenous creatures that seem to roam these islands and caves. But we cannot seem to leave, we need more. The island demands it."The next pages seem to be ripped out and missing."We have failed. Many have perished. We are missing the final piece. I do not think we can make it much further. We seem to have angered nature itself."`]
[BookType.WanderingMerchants]
[BookType.WanderingMerchants]:[string, string] = ["The Wandering Merchants", `"Throughout my exploration of the island, I have run across other people, much to my surprise. It appears as they were in a similar state as myself; somehow trapped in these lands, struggling for our lives. In the many cases, these folks were not hostile, and we quickly made friendships.""We traded goods and spoke on our situation. One of the folks drove a very hard bargain for some limestone that I needed. If I was a different type of person, given our secluded setting, I may have simply just taken it through "other means".""Although it was always my intent to return to them for trading, try as I might, I could no longer locate them. Either they moved on to other areas or died. Given the circumstances of these harsh lands, I'm guessing the latter is true."`]
[CreatureType.FireElemental]:string = "pile of embers"
Const craftEfficacies
craftEfficacies:object
[CraftEfficacy.High]
[CraftEfficacy.High]:string = "great"
[CraftEfficacy.Highest]
[CraftEfficacy.Highest]:string = "maximum"
[CraftEfficacy.Low]
[CraftEfficacy.Low]:string = "decent"
[CraftEfficacy.Lowest]
[CraftEfficacy.Lowest]:string = "poor"
[CraftEfficacy.Medium]
[CraftEfficacy.Medium]:string = "good"
Const craftingChances
craftingChances:object
[RecipeLevel.Advanced]
[RecipeLevel.Advanced]:number = 60
[RecipeLevel.Expert]
[RecipeLevel.Expert]:number = 85
[RecipeLevel.Intermediate]
[RecipeLevel.Intermediate]:number = 25
[RecipeLevel.Master]
[RecipeLevel.Master]:number = 120
[RecipeLevel.Simple]
[RecipeLevel.Simple]:number = 0
Const creatures
creatures:object
[CreatureType.AcidSpitterDemon]
[CreatureType.AcidSpitterDemon]:[string, string] = ["acid spitter demon", "A small, but fierce demonic-looking creature with sharp claws. Appears to spit an acidic fluid."]
[CreatureType.AntelopeJackrabbit]
[CreatureType.AntelopeJackrabbit]:[string, string] = ["antelope jackrabbit", "A hare with formidable speed and agility. It is visually striking with its pointed ears and long muscular frame."]
[CreatureType.ArcticHare]
[CreatureType.ArcticHare]:[string, string] = ["arctic hare", "A species of hare that is very fast and is highly adapted to living in the arctic and other icy biomes."]
[CreatureType.ArcticWolf]
[CreatureType.ArcticWolf]:[string, string] = ["arctic wolf", "A wolf unconcerned with your presence, its stark coat glistening as it moves."]
[CreatureType.Bear]
[CreatureType.Bear]:[string, string] = ["bear", "A hulking carnivorous mammal attracted to your scent. A deadly foe without protection."]
[CreatureType.Blindfish]
[CreatureType.Blindfish]:[string, string] = ["blindfish", "A cave-dwelling, sightless fish. Hard to see in detail within the murky depths."]
[CreatureType.Bogling]
[CreatureType.Bogling]:[string, string] = ["bogling", "A foul, sulphurous-smelling writhing mass of vegetation, seemingly animated and alive."]
[CreatureType.Chicken]
[CreatureType.Chicken]:[string, string] = ["chicken", "A flightless fowl that seems fearful of your presence. Produces feathers, eggs, meat, and more."]
[CreatureType.ClawWorm]
[CreatureType.ClawWorm]:[string, string] = ["claw worm", "A wriggling creature with a massive claw-mouth, spawned forth from the ground due to vibrations caused by your gathering."]
[CreatureType.Cod]
[CreatureType.Cod]:[string, string] = ["cod", "A common ocean fish, known for its nutritionally-dense, flaky white flesh."]
[CreatureType.Drake]
[CreatureType.Drake]:[string, string] = ["drake", "A massive flightless lizard-dragon with large scales and the ability to breath fire. A fearsome foe."]
[CreatureType.FireElemental]
[CreatureType.FireElemental]:[string, string] = ["fire elemental", "A creature that is seemingly composed of only fire. Appears to spread fire and destruction in its wake."]
[CreatureType.GiantRat]
[CreatureType.GiantRat]:[string, string] = ["giant rat", "A rat of unusual size with sharp claws and piercing teeth. Keep at a distance without equipment."]
[CreatureType.GiantSpider]
[CreatureType.GiantSpider]:[string, string] = ["giant spider", "A gangly, frightful arachnid with the ability to poison you."]
[CreatureType.Goat]
[CreatureType.Goat]:[string, string] = ["goat", "A hardy ruminant animal that has horns. A frisky, lively creature, but dangerous when provoked, ramming at its target with much force."]
[CreatureType.GreyWolf]
[CreatureType.GreyWolf]:[string, string] = ["grey wolf", "A tall canid animal. Able to tear into flesh with vicious abandon."]
[CreatureType.Harpy]
[CreatureType.Harpy]:[string, string] = ["harpy", "A large and unusual avian creature. Hostile to your presence."]
[CreatureType.Hobgoblin]
[CreatureType.Hobgoblin]:[string, string] = ["hobgoblin", "An odd-looking humanoid. Dislikes your presence and appears to know how to use traps."]
[CreatureType.IceElemental]
[CreatureType.IceElemental]:[string, string] = ["ice elemental", "A towering mass of ice chunks, somehow animated and levitating together with hostile intent."]
[CreatureType.IceWitch]
[CreatureType.IceWitch]:[string, string] = ["ice witch", "A lithe, but domineering figure, glittering with frost and entombed in icy flesh."]
[CreatureType.Imp]
[CreatureType.Imp]:[string, string] = ["imp", "An odd hovering creature with thick wrinkled skin and sharp claws."]
[CreatureType.JellyCube]
[CreatureType.JellyCube]:[string, string] = ["jelly cube", "An animated cube of gelatin. Its body jiggles to-and-fro as it moves towards you with hostile intent."]
[CreatureType.Kraken]
[CreatureType.Kraken]:[string, string] = ["kraken", "A wiry mass of thick tentacles, this lumbering sea-giant is angered by your existence."]
[CreatureType.LavaBeetle]
[CreatureType.LavaBeetle]:[string, string] = ["lava beetle", "A horned beetle with a large abdomen, filled with liquid magma."]
[CreatureType.LivingMushroom]
[CreatureType.LivingMushroom]:[string, string] = ["living mushroom", "A living mycological abomination. It appears to have a vengeful attitude towards you."]
[CreatureType.LivingRock]
[CreatureType.LivingRock]:[string, string] = ["living rock", "A massive pile of rocks and minerals that appears to be alive, or semi-aware at least."]
[CreatureType.Mammoth]
[CreatureType.Mammoth]:[string, string] = ["mammoth", "A monstrously large mammal, covered in hair; seemingly from a time long ago, but brought forth once again by unknown means."]
[CreatureType.Mudskipper]
[CreatureType.Mudskipper]:[string, string] = ["mudskipper", "A slippery fish that appears to come to land for feeding. Its bulgy eyes and a large gaping mouth make it quite the sight."]
[CreatureType.Penguin]
[CreatureType.Penguin]:[string, string] = ["penguin", "A slow moving blubbery flightless bird. Its countershaded black and white plumage give it a distinct look."]
[CreatureType.PirateGhost]
[CreatureType.PirateGhost]:[string, string] = ["pirate ghost", "A glowing, ethereal visage of a pirate. It appears to be able to manifest a physical weapon to attack you."]
[CreatureType.PolarBear]
[CreatureType.PolarBear]:[string, string] = ["polar bear", "A hypercarnivorous white bear known for its fast swimming talent and ability to resist cold temperatures."]
[CreatureType.Rabbit]
[CreatureType.Rabbit]:[string, string] = ["rabbit", "A fast moving, peaceful herbivorous mammal. Useful for a good meal or as a pet."]
[CreatureType.Rat]
[CreatureType.Rat]:[string, string] = ["rat", "A small and scurrying rodent. Afraid of predators, it will try to escape your grasp."]
[CreatureType.Rattlesnake]
[CreatureType.Rattlesnake]:[string, string] = ["rattlesnake", "A dangerous rattling predator of the desert. The rattlesnake warns you with its vibrating tail as you pass by it."]
[CreatureType.RedSnapper]
[CreatureType.RedSnapper]:[string, string] = ["red snapper", "A massive snapper lurks below; this variation is known for its red hue and is a much sought-after game fish and food source."]
[CreatureType.Sandcat]
[CreatureType.Sandcat]:[string, string] = ["sandcat", "A small, but ferocious feline that lives exclusively in desert areas."]
[CreatureType.Scorpion]
[CreatureType.Scorpion]:[string, string] = ["scorpion", "A predatory arachnid, known for its tall segmented tail and ominous stinger."]
[CreatureType.Shark]
[CreatureType.Shark]:[string, string] = ["shark", "A large blood-thirsty cartilaginous sea creature. Its fin juts from the waters, taunting you."]
[CreatureType.SkeletalMage]
[CreatureType.SkeletalMage]:[string, string] = ["skeletal mage", "A robed, magic-casting skeletal humanoid. It appears to hold a wand; flicking it to cast its spells."]
[CreatureType.Skeleton]
[CreatureType.Skeleton]:[string, string] = ["skeleton", "An animated pile of human, or human-like bones."]
[CreatureType.Slime]
[CreatureType.Slime]:[string, string] = ["slime", "A bouncing globule of animated gelatin. It is not aware of your stirring."]
[CreatureType.SlitherSucker]
[CreatureType.SlitherSucker]:[string, string] = ["slither sucker", "A wriggling foreign-looking worm-like creature. Its mouth is wide and is filled with suction modules and razor sharp teeth."]
[CreatureType.Snake]
[CreatureType.Snake]:[string, string] = ["snake", "A slithering, poisonous reptile. Appears ambivalent to your encroachment."]
[CreatureType.SnowWalker]
[CreatureType.SnowWalker]:[string, string] = ["snow walker", "An undead human, entombed in ice and frost, crinkling and shattering as it lumbers towards you."]
[CreatureType.TimeSkitter]
[CreatureType.TimeSkitter]:[string, string] = ["time skitter", "An unusual spider-like creature that appears to be able to move through solid objects and move at incredible speeds."]
[CreatureType.TrapdoorSpider]
[CreatureType.TrapdoorSpider]:[string, string] = ["trapdoor spider", "A large spider that appeared from an underground dwelling as you stumbled over it."]
[CreatureType.VampireBat]
[CreatureType.VampireBat]:[string, string] = ["vampire bat", "A flying mammal with large rubbery wings. Appears to have a penchant for human blood."]
[CreatureType.VoidDweller]
[CreatureType.VoidDweller]:[string, string] = ["void dweller", "As you gaze into the void, it appears as though the void gazes back."]
[CreatureType.Walleye]
[CreatureType.Walleye]:[string, string] = ["walleye", "A decent sized freshwater fish, known for its olive and gold coloration and pronounced dorsal fin."]
[CreatureType.Wisp]
[CreatureType.Wisp]:[string, string] = ["wisp", "A magical glowing orb of ghostly blue fire, playfully moving among the trees. A rare sight indeed!"]
[CreatureType.Zombie]
[CreatureType.Zombie]:[string, string] = ["zombie", "A slow, but strong foul-smelling undead or diseased human. Appears to dislike the sun."]
[Hook.OnSpawnCreatureFromGroup]:HookCallFactory<OnSpawnCreatureFromGroup, any> = new HookCallFactory(Hook.OnSpawnCreatureFromGroup).setExpectedResult(TypeFlag.Boolean)
[Hook.ProcessInput]:HookCallFactory<ProcessInput, any> = new HookCallFactory(Hook.ProcessInput).setExpectedResult(TypeFlag.Boolean)
[Hook.ShouldCraft]
[Hook.ShouldCraft]:HookCallFactory<ShouldCraft, any> = new HookCallFactory(Hook.ShouldCraft).setExpectedResult(TypeFlag.Boolean).setReduceStrategy(ReduceStrategy.Reduce)
[DoodadType.AloeVera]:[string, string] = ["aloe vera", "A succulent evergreen plant, known for its medicinal and antiseptic properties and its sharpened thick leaves."]
[DoodadType.AppleTree]
[DoodadType.AppleTree]:[string, string] = ["apple tree", "A deciduous tree known for its sweet, pomaceous fruit; the apple."]
[DoodadType.ArcticPoppies]
[DoodadType.ArcticPoppies]:[string, string] = ["arctic poppies", "A bight yellow poppy somehow resilient enough to survive in this harsh climate."]
[DoodadType.AshCementWall]
[DoodadType.AshCementWall]:[string, string] = ["ash cement wall", "A wall constructed of ash cement bricks. Great as a recycled resource, but not the strongest material."]
[DoodadType.Badderlocks]
[DoodadType.Badderlocks]:[string, string] = ["badderlocks", "A gathering of long seaweed, useful for eating or cordage."]
[DoodadType.BarkTorchStand]
[DoodadType.BarkTorchStand]:[string, string] = ["bark torch stand", "A bark torch placed in the ground, ready to be lit on fire when needed."]
[DoodadType.Beggarticks]
[DoodadType.Beggarticks]:[string, string] = ["beggarticks", "A grouping of bright yellow medicinal flowers."]
[DoodadType.BronzeAnvil]
[DoodadType.BronzeAnvil]:[string, string] = ["bronze anvil", "A shaped slab of bronze used for blacksmithing and crafting tools, weapons, and armor. Affixed to a wooden base."]
[DoodadType.BronzeChest]
[DoodadType.BronzeChest]:[string, string] = ["bronze chest", "A large bronze chest with amazing storage capacity."]
[DoodadType.ButtonMushrooms]
[DoodadType.ButtonMushrooms]:[string, string] = ["button mushrooms", "A few possibly edible common-looking white mushrooms."]
[DoodadType.Carrots]
[DoodadType.Carrots]:[string, string] = ["carrots", "A grouping of green stalky leaves poking out of the ground, revealing just the tips of their root vegetable below ground."]
[DoodadType.CaveEntrance]
[DoodadType.CaveEntrance]:[string, string] = ["cave entrance", "An entrance into the the dark caverns below."]
[DoodadType.Chives]
[DoodadType.Chives]:[string, string] = ["chives", "A bunch of bright green chives planted in to the ground."]
[DoodadType.ClayCampfire]
[DoodadType.ClayCampfire]:[string, string] = ["clay campfire", "An organized circle of clay bricks, used to contain a fire."]
[DoodadType.ClayFurnace]
[DoodadType.ClayFurnace]:[string, string] = ["clay furnace", "A clay furnace for creating an enclosed high-temperature fire."]
[DoodadType.ClayKiln]
[DoodadType.ClayKiln]:[string, string] = ["clay kiln", "A high-temperature fire enclosure made from clay."]
[DoodadType.ClayWall]
[DoodadType.ClayWall]:[string, string] = ["clay wall", "A wall made from fired clay bricks."]
[DoodadType.ClayWaterStill]
[DoodadType.ClayWaterStill]:[string, string] = ["clay water still", "A clay water still, ready to be lit to desalinate water."]
[DoodadType.ClayWell]
[DoodadType.ClayWell]:[string, string] = ["clay well", "A constructed well made of clay bricks, used to collect water."]
[DoodadType.Clematis]
[DoodadType.Clematis]:[string, string] = ["clematis", "A wiry tangle of thin vines with leaves."]
[DoodadType.CoconutTree]
[DoodadType.CoconutTree]:[string, string] = ["coconut tree", "A tall palm tree, able to produce life-sustaining coconut fruit when mature."]
[DoodadType.CopperAnvil]
[DoodadType.CopperAnvil]:[string, string] = ["copper anvil", "A copper anvil used for blacksmithing. Typically used in addition with a fire source."]
[DoodadType.CopperChest]
[DoodadType.CopperChest]:[string, string] = ["copper chest", "A storage chest made from copper, used to deposit food items for reduced decay, among other uses."]
[DoodadType.CornStalks]
[DoodadType.CornStalks]:[string, string] = ["corn stalks", "The tall stalks of maize, producing ears of edible sweet kernels."]
[DoodadType.CottonBedroll]
[DoodadType.CottonBedroll]:[string, string] = ["cotton bedroll", "A soft sleeping mattress, sprawled out on the ground. Can be used to sleep or rest very comfortably."]
[DoodadType.Cotton]
[DoodadType.Cotton]:[string, string] = ["cotton", "A white and fluffy cotton plant, an indispensable plant for fiber."]
[DoodadType.CreatureIdol]
[DoodadType.CreatureIdol]:[string, string] = ["creature idol", "An odd mass of organs. A hum emanates from it, seemingly attracting creatures."]
[DoodadType.CrowberryShrub]
[DoodadType.CrowberryShrub]:[string, string] = ["crowberry shrub", "A low profile shrub, nestled in between rocks and dirt. Known to grow in colder climates."]
[DoodadType.CucumberPlant]
[DoodadType.CucumberPlant]:[string, string] = ["cucumber plant", "A creeping cucumber vine, known for producing soft, water-rich gourds."]
[DoodadType.CypressTree]
[DoodadType.CypressTree]:[string, string] = ["cypress tree", "A tall and gangly conifer tree. Although sparse in foliage, it makes up for it with healthy supply of hardwood."]
[DoodadType.FeatherBedroll]
[DoodadType.FeatherBedroll]:[string, string] = ["feather bedroll", "A bedroll made with feathers and wrapped in fabric. Used for resting and sleeping in comfort on the ground."]
[DoodadType.FlyAmanita]
[DoodadType.FlyAmanita]:[string, string] = ["fly amanita", "A menacing red spotted mushroom."]
[DoodadType.Grass]
[DoodadType.Grass]:[string, string] = ["grass", "A small mound of growing grass."]
[DoodadType.Hammock]
[DoodadType.Hammock]:[string, string] = ["hammock", "A comfortable place to sleep, although not too sturdy. Crafted by bound cordage and hung off the ground."]
[DoodadType.HitchingPost]
[DoodadType.HitchingPost]:[string, string] = ["hitching post", "A sturdy wooden post fastened with a rope. Creatures and animals can be tied to it to restrict their movement."]
[DoodadType.IceWall]
[DoodadType.IceWall]:[string, string] = ["ice wall", "A cold towering wall of ice blocks constructed as a means to protect against the elements."]
[DoodadType.IronAnvil]
[DoodadType.IronAnvil]:[string, string] = ["iron anvil", "An iron anvil used for metalworking. Used in addition with a fire source."]
[DoodadType.IronChest]
[DoodadType.IronChest]:[string, string] = ["iron chest", "An iron container for storing items and reducing food decay."]
[DoodadType.JoshuaTree]
[DoodadType.JoshuaTree]:[string, string] = ["joshua tree", "A desert tree with a distinctive look that produces leaves suitable for cordage and nutritious fruit."]
[DoodadType.LeafBedroll]
[DoodadType.LeafBedroll]:[string, string] = ["leaf bedroll", "A placed provisional bed with poor insulation and scratchy leaves, used for sleeping or resting."]
[DoodadType.Lettuce]
[DoodadType.Lettuce]:[string, string] = ["lettuce", "An edible leafy plant that could almost be mistaken for a weed when growing."]
[DoodadType.LitBarkTorchStand]
[DoodadType.LitBarkTorchStand]:[string, string] = ["lit bark torch stand", "A bark torch stuck in the ground and lit on fire, providing illumination."]
[DoodadType.LitClayCampfire]
[DoodadType.LitClayCampfire]:[string, string] = ["lit clay campfire", "A lit fire inside an enclosure of clay bricks."]
[DoodadType.LitClayFurnace]
[DoodadType.LitClayFurnace]:[string, string] = ["lit clay furnace", "A lit clay furnace, ready to be used in production."]
[DoodadType.LitClayKiln]
[DoodadType.LitClayKiln]:[string, string] = ["lit clay kiln", "A lit clay kiln, ready for firing items."]
[DoodadType.LitClayWaterStill]
[DoodadType.LitClayWaterStill]:[string, string] = ["lit clay water still", "A lit clay water still, desalinating water through evaporation."]
[DoodadType.LitPoleTorchStand]
[DoodadType.LitPoleTorchStand]:[string, string] = ["lit pole torch stand", "A wooden pole stuck in the ground and lit on fire."]
[DoodadType.LitSandstoneCampfire]
[DoodadType.LitSandstoneCampfire]:[string, string] = ["lit sandstone campfire", "A lit fire inside an enclosure of sandstone."]
[DoodadType.LitSandstoneFurnace]
[DoodadType.LitSandstoneFurnace]:[string, string] = ["lit sandstone furnace", "A lit sandstone furnace, ready to be used in production."]
[DoodadType.LitSandstoneKiln]
[DoodadType.LitSandstoneKiln]:[string, string] = ["lit sandstone kiln", "A lit sandstone kiln, ready for firing items."]
[DoodadType.LitSandstoneWaterStill]
[DoodadType.LitSandstoneWaterStill]:[string, string] = ["lit sandstone water still", "A lit sandstone water still, desalinating water through evaporation."]
[DoodadType.LitStoneCampfire]
[DoodadType.LitStoneCampfire]:[string, string] = ["lit stone campfire", "A lit fire inside an enclosure of rocks."]
[DoodadType.LitStoneFurnace]
[DoodadType.LitStoneFurnace]:[string, string] = ["lit stone furnace", "A lit stone furnace, ready to be used in production."]
[DoodadType.LitStoneKiln]
[DoodadType.LitStoneKiln]:[string, string] = ["lit stone kiln", "A lit stone kiln, ready for firing items."]
[DoodadType.LitStoneWaterStill]
[DoodadType.LitStoneWaterStill]:[string, string] = ["lit stone water still", "A lit stone water still, desalinating water through evaporation."]
[DoodadType.LitTallowCandle]
[DoodadType.LitTallowCandle]:[string, string] = ["lit tallow candle", "A lit candle, attached securely to the ground as it releases its light and pleasant tallow smell."]
[DoodadType.LitTallowTorchStand]
[DoodadType.LitTallowTorchStand]:[string, string] = ["lit tallow torch stand", "A lit tallow torch lodged in the ground, providing light and heat."]
[DoodadType.LockedBronzeChest]
[DoodadType.LockedBronzeChest]:[string, string] = ["locked bronze chest", "A locked chest with a strange and otherworldly key mechanism crafted from bronze. A high lockpicking skill may be required to reveal its contents."]
[DoodadType.LockedCopperChest]
[DoodadType.LockedCopperChest]:[string, string] = ["locked copper chest", "A locked copper chest that is too heavy to move. Able to be broken into by force or lockpicked."]
[DoodadType.LockedIronChest]
[DoodadType.LockedIronChest]:[string, string] = ["locked iron chest", "A locked iron chest that is unable to be moved due to its weight. Can be lockpicked or broken into."]
[DoodadType.LockedOrnateWoodenChest]
[DoodadType.LockedOrnateWoodenChest]:[string, string] = ["locked ornate chest", "A seemingly quite special locked wooden chest, gilded with gold, and sure to have magnificent contents."]
[DoodadType.LockedTinChest]
[DoodadType.LockedTinChest]:[string, string] = ["locked tin chest", "A chest, made from tin with a large keyhole in the center. It appears to be too heavy to pick up or move."]
[DoodadType.LockedWoodenChest]
[DoodadType.LockedWoodenChest]:[string, string] = ["locked wooden chest", "A locked wooden chest; too heavy to move. Able to be broken with weapons or lockpicked."]
[DoodadType.LockedWroughtIronChest]
[DoodadType.LockedWroughtIronChest]:[string, string] = ["locked wrought iron chest", "An immobile locked wrought iron chest, requiring a lockpick or brute force to open."]
[DoodadType.MapleTree]
[DoodadType.MapleTree]:[string, string] = ["maple tree", "A common maple tree, known for its distinctive leaf and seed shape."]
[DoodadType.MilkThistles]
[DoodadType.MilkThistles]:[string, string] = ["milk thistles", "A couple milk thistles, known for their medicinal properties."]
[DoodadType.OrnateWoodenChest]
[DoodadType.OrnateWoodenChest]:[string, string] = ["ornate wooden chest", "A decorative chest used for storing items and preserving perishables."]
[DoodadType.PileOfRocks]
[DoodadType.PileOfRocks]:[string, string] = ["pile of rocks", "A mass of rocks, stuck into the ground."]
[DoodadType.Pineapple]
[DoodadType.Pineapple]:[string, string] = ["pineapple", "A large spiky plant, with a ripened pineapple fruit contained inside when mature."]
[DoodadType.PoisonIvy]
[DoodadType.PoisonIvy]:[string, string] = ["poison ivy", "A creeping plant with leaves of three."]
[DoodadType.PoleTorchStand]
[DoodadType.PoleTorchStand]:[string, string] = ["pole torch stand", "A wooden pole stuck in the ground, ready for being lit to provide illumination."]
[DoodadType.PotatoPlant]
[DoodadType.PotatoPlant]:[string, string] = ["potato plant", "Unassuming leaves poking out of the ground, revealing just the tips of edible tubers underneath."]
[DoodadType.PricklyPears]
[DoodadType.PricklyPears]:[string, string] = ["prickly pears", "Spined cacti, known for its edible fruit and pads with their pointy needles."]
[DoodadType.Pumpkin]
[DoodadType.Pumpkin]:[string, string] = ["pumpkin", "A heavy orange squash, filled with edible fibrous pulp and seeds."]
[DoodadType.RaspberryBush]
[DoodadType.RaspberryBush]:[string, string] = ["raspberry bush", "A small bush, bearing small amounts of raspberries."]
[DoodadType.SaguaroCactus]
[DoodadType.SaguaroCactus]:[string, string] = ["saguaro cactus", "A tall and hefty cactus plant, known for growing in arid desert regions."]
[DoodadType.SandstoneAnvil]
[DoodadType.SandstoneAnvil]:[string, string] = ["sandstone anvil", "A rudimentary anvil using an ill-advised material for its flattened surface."]
[DoodadType.SandstoneCampfire]
[DoodadType.SandstoneCampfire]:[string, string] = ["sandstone campfire", "An organized circle of sandstone, used to contain a fire."]
[DoodadType.SandstoneFurnace]
[DoodadType.SandstoneFurnace]:[string, string] = ["sandstone furnace", "A sandstone furnace for creating an enclosed high-temperature fire."]
[DoodadType.SandstoneKiln]
[DoodadType.SandstoneKiln]:[string, string] = ["sandstone kiln", "A high-temperature fire enclosure made from sandstone."]
[DoodadType.SandstoneWall]
[DoodadType.SandstoneWall]:[string, string] = ["sandstone wall", "A robust wall created from sandstone."]
[DoodadType.SandstoneWaterStill]
[DoodadType.SandstoneWaterStill]:[string, string] = ["sandstone water still", "A sandstone water still, ready to be lit to desalinate water."]
[DoodadType.SandstoneWell]
[DoodadType.SandstoneWell]:[string, string] = ["sandstone well", "A round enclosure made of sandstone, built and extended deep into the ground to collect water."]
[DoodadType.SetDeadfall]
[DoodadType.SetDeadfall]:[string, string] = ["set deadfall", "A constructed deadfall, ready to fall and crush a creature."]
[DoodadType.SetExplosiveTrap]
[DoodadType.SetExplosiveTrap]:[string, string] = ["set explosive trap", "An elaborate trap, ready to be triggered and exploded by touch."]
[DoodadType.SetHobgoblinSnare]
[DoodadType.SetHobgoblinSnare]:[string, string] = ["set hobgoblin snare", "A hobgoblin constructed snare, ready to catch your feet or an unsuspecting creature."]
[DoodadType.SetSnare]
[DoodadType.SetSnare]:[string, string] = ["set snare", "A constructed snare, ready to trap a creature's appendage."]
[DoodadType.SkeletalRemains]
[DoodadType.SkeletalRemains]:[string, string] = ["skeletal remains", "A pile of bones that appear to be stirring."]
[DoodadType.SnowWall]
[DoodadType.SnowWall]:[string, string] = ["snow wall", "A densely packed wall of snow to be used in the construction of snow huts."]
[DoodadType.Snowman]
[DoodadType.Snowman]:[string, string] = ["snowman", "A representation of a human figure created with piles of snow, staring menacingly with its dark coal eyes."]
[DoodadType.SolarStill]
[DoodadType.SolarStill]:[string, string] = ["solar still", "A constructed solar still, desalinating water through evaporation."]
[DoodadType.SpruceTreeWithSnow]
[DoodadType.SpruceTreeWithSnow]:[string, string] = ["spruce tree with snow", "A large and robust spruce tree, covered in snow."]
[DoodadType.SpruceTree]
[DoodadType.SpruceTree]:[string, string] = ["spruce tree", "A large and robust spruce tree. Known for its whorled branches and conical form."]
[DoodadType.StoneAnvil]
[DoodadType.StoneAnvil]:[string, string] = ["stone anvil", "A stone anvil used primarily for metalworking and used in conjunction with a fire source."]
[DoodadType.StoneCampfire]
[DoodadType.StoneCampfire]:[string, string] = ["stone campfire", "An organized circle of rocks, used to contain a fire."]
[DoodadType.StoneFurnace]
[DoodadType.StoneFurnace]:[string, string] = ["stone furnace", "A rock furnace for creating an enclosed high-temperature fire."]
[DoodadType.StoneKiln]
[DoodadType.StoneKiln]:[string, string] = ["stone kiln", "A high-temperature fire enclosure made from stone."]
[DoodadType.StoneWall]
[DoodadType.StoneWall]:[string, string] = ["stone wall", "A hardy wall built from rocks."]
[DoodadType.StoneWaterStill]
[DoodadType.StoneWaterStill]:[string, string] = ["stone water still", "A stone water still, ready to be lit to desalinate water."]
[DoodadType.StoneWell]
[DoodadType.StoneWell]:[string, string] = ["stone well", "A stone-built enclosure used to trap and collect groundwater."]
[DoodadType.SugarCaneStalks]
[DoodadType.SugarCaneStalks]:[string, string] = ["sugar cane stalks", "Tall, hardy stalks of sugar cane. Can be gathered for chewing or refining into sugar."]
[DoodadType.Switchgrass]
[DoodadType.Switchgrass]:[string, string] = ["switchgrass", "A collection of long grass, suitable for cordage."]
[DoodadType.TallowCandle]
[DoodadType.TallowCandle]:[string, string] = ["tallow candle", "A candle molded from tallow, placed in the ground securely."]
[DoodadType.TallowTorchStand]
[DoodadType.TallowTorchStand]:[string, string] = ["tallow torch stand", "A torch made with rendered animal fat, planted in the ground. Can be lit on fire for illumination."]
[DoodadType.TinAnvil]
[DoodadType.TinAnvil]:[string, string] = ["tin anvil", "Although it's not the best material for an anvil, it should get the job done, at least for a while."]
[DoodadType.TinChest]
[DoodadType.TinChest]:[string, string] = ["tin chest", "Not much more than a folded piece of tin sheet metal, this chest will still hold a fair number of items for you."]
[DoodadType.TomatoPlant]
[DoodadType.TomatoPlant]:[string, string] = ["tomato plant", "Nightshade plants that produce large, edible fruit that turn red when ripe."]
[DoodadType.Tumbleweed]
[DoodadType.Tumbleweed]:[string, string] = ["tumbleweed", "A common weed, notorious for becoming dry and brittle after its maturity, breaking free from its roots and traveling in high winds, spreading its seeds."]
[DoodadType.Wheat]
[DoodadType.Wheat]:[string, string] = ["wheat", "A long grass, cultivated for its protein-rich cereal grain when dried."]
[DoodadType.WhitePineTreeWithSnow]
[DoodadType.WhitePineTreeWithSnow]:[string, string] = ["white pine tree with snow", "A towering pine piled high with freshly packed snow, stressing the branches of the tree."]
[DoodadType.WhitePineTree]
[DoodadType.WhitePineTree]:[string, string] = ["white pine tree", "A tall and dense coniferous tree with strikingly long and finely serrated needles and thick bark."]
[DoodadType.WinterberryShrub]
[DoodadType.WinterberryShrub]:[string, string] = ["winterberry shrub", "A species of holly native to northern climates. They look like the type of berries that birds would enjoy."]
[DoodadType.WoodenChest]
[DoodadType.WoodenChest]:[string, string] = ["wooden chest", "A chest used for stockpiling items and preserving food."]
[DoodadType.WoodenDoorOpen]
[DoodadType.WoodenDoorOpen]:[string, string] = ["open wooden door", "An open door, allowing anything to enter."]
[DoodadType.WoodenDoor]
[DoodadType.WoodenDoor]:[string, string] = ["wooden door", "A sturdy door, used to keep unwanted creatures out."]
[DoodadType.WoodenFence]
[DoodadType.WoodenFence]:[string, string] = ["wooden fence", "A set of panels, usually used to keep creatures inside."]
[DoodadType.WoodenGateOpen]
[DoodadType.WoodenGateOpen]:[string, string] = ["open wooden gate", "An opened gate, allowing anything to escape or enter."]
[DoodadType.WoodenGate]
[DoodadType.WoodenGate]:[string, string] = ["wooden gate", "A gate, used as a passage through connected fences."]
[DoodadType.WoodenWall]
[DoodadType.WoodenWall]:[string, string] = ["wooden wall", "A wall crafted by connecting wooden logs together."]
[DoodadType.WroughtIronAnvil]
[DoodadType.WroughtIronAnvil]:[string, string] = ["wrought iron anvil", "A wrought iron anvil, used for blacksmithing with a fire source."]
[DoodadType.WroughtIronChest]
[DoodadType.WroughtIronChest]:[string, string] = ["wrought iron chest", "A large chest, used for storage and keeping edibles fresher."]
Const drawnMapThemes
drawnMapThemes:object
[DrawnMapTheme.Paper]
[DrawnMapTheme.Paper]:string = "Paper"
[DrawnMapTheme.Dark]
[DrawnMapTheme.Dark]:object = "Dark"
noBackground
noBackground:true = true
sepia
sepia:true = true
Const durabilityLevels
durabilityLevels:object
[DurabilityLevel.Damaged]
[DurabilityLevel.Damaged]:string = "damaged"
[DurabilityLevel.SlightlyDamaged]
[DurabilityLevel.SlightlyDamaged]:string = "has signs of wear"
[DurabilityLevel.Undamaged]
[DurabilityLevel.Undamaged]:string = "unscathed"
[DurabilityLevel.VeryDamaged]
[DurabilityLevel.VeryDamaged]:string = "on the verge of breaking"
[GameEndMessage.Dead]:string[] = ["Your bones lay bleaching, lost to time.","The end is just the beginning.","Sadly, no trace of you was ever found.",]
[GameEndMessage.Win]
[GameEndMessage.Win]:string[] = ["You find your way back to civilization and end your journey.","You sail back and enjoyed a good life with your riches.","You traveled back to civilization, but is this the end?",]
Const gameModes
gameModes:object
[GameMode.Casual]
[GameMode.Casual]:[string, string] = ["Casual","Dying will respawn you in the last place you rested or slept, with your items dropped at the location of your demise. Most creatures are neutral/peaceful unless attacked.",]
[GameMode.Challenge]
[GameMode.Challenge]:[string, string] = ["Challenge","Randomized difficulty modifiers and a unique set of quests, intended for quick play sessions. Saving is disabled in this mode. Choose the \"Daily\" option to compete with others or yourself for highscores.",]
[GameMode.Custom]
[GameMode.Custom]:[string, string] = ["Custom","Customize your game, choosing from a large set of difficulty modifiers.",]
[GameMode.Hardcore]
[GameMode.Hardcore]:[string, string] = ["Hardcore","The default and definitive way to play. Death is permanent.",]
[Choice.OpenSaveFolderAndQuit]:string = "Open Save Folder and Quit"
[Choice.Quit]
[Choice.Quit]:string = "Quit"
[Choice.Rejoin]
[Choice.Rejoin]:string = "Rejoin"
[Choice.Rename]
[Choice.Rename]:string = "Rename"
[Choice.Retry]
[Choice.Retry]:string = "Retry"
[Choice.SaveAndQuit]
[Choice.SaveAndQuit]:string = "Save & Quit"
[Choice.SteamWorkshop]
[Choice.SteamWorkshop]:string = "Steam Workshop"
[Choice.Yes]
[Choice.Yes]:string = "Yes"
Const interrupts
interrupts:object
[Interrupt.GameCannotRunGlError]
[Interrupt.GameCannotRunGlError]:string[] = ["Wayward cannot be run on this system or browser.","{0}",]
[Interrupt.GameCannotRunIndexedDbError]
[Interrupt.GameCannotRunIndexedDbError]:string[] = ["Failed to start.","This can happen if multiple instances of Wayward are running at the same time\nor if you previously loaded a development build of the game and reverted back to the public branch.",]
[Interrupt.GameConfirmationActionOnFire]
[Interrupt.GameConfirmationActionOnFire]:string[] = ["Are you sure you want to\n{1} from {0}?","It is on fire!",]
[Interrupt.GameConfirmationDestroyOnGather]
[Interrupt.GameConfirmationDestroyOnGather]:string[] = ["Gathering or harvesting {0} {1} will not provide any resources yet.","Are you sure you want to destroy it?",]
[Interrupt.GameConfirmationDroppingContainer]
[Interrupt.GameConfirmationDroppingContainer]:string[] = ["This container contains items.","Are you sure you want to drop it?",]
[Interrupt.GameConfirmationRestWithEquippedFireSource]:string[] = ["{0} with {1} may start a fire or harm you.","Are you sure you want to {2}?",]
[Interrupt.GameContainerNotFull]
[Interrupt.GameContainerNotFull]:string[] = ["The desalination process is not complete.","Are you sure you want to detach the empty container?",]
[Interrupt.GameDangerousStep]
[Interrupt.GameDangerousStep]:string[] = ["Are you sure you want to step there?","Stepping onto {0} is dangerous!"]
[Interrupt.GameDesalinationNoNeed]
[Interrupt.GameDesalinationNoNeed]:string[] = ["This water does not need to undergo the desalination process.","Do you want to pour it in the still to purify?",]
[Interrupt.GameDialogMessagesEditFiltersSaveOverExisting]:string[] = ["There is already a filter with this name.","Would you like to save over it?",]
[Interrupt.GameExtinguishWaterStill]
[Interrupt.GameExtinguishWaterStill]:string[] = ["This water still already contains water.","Do you want to extinguish the fire?",]
[Interrupt.GameItemMayBeDestroyedInCraft]
[Interrupt.GameItemMayBeDestroyedInCraft]:string[] = ["{0} may be destroyed on failure or use.","Do you wish to continue?",]
[Interrupt.GameItemMayCauseBurns]
[Interrupt.GameItemMayCauseBurns]:string[] = ["Items used in this craft may cause burns due to them being in or on fire.","Do you wish to continue?",]
[Interrupt.GameItemsMayBeDestroyedOnUse]
[Interrupt.GameItemsMayBeDestroyedOnUse]:string[] = ["Your {0} may be destroyed.","Are you sure you want to do that?",]
[Interrupt.GameLoadFailure]
[Interrupt.GameLoadFailure]:string[] = ["Failed to Load the Game","Please create a topic and send us your logs on the {(https://steamcommunity.com/app/379210/discussions/1/):Bug Reports Forum}.",]
[Interrupt.GameLoadingLostGLContext]:string[] = ["Lost GL Context","An issue has occurred with your GPU. The game is now attempting to recover.\n\nIf it does not recover, please save and quit the game.",]
[Interrupt.GameMessagesContextMenuClear]:string[] = ["Are you sure you want to clear\nyour {/entire/} message history?","There is no undo.",]
[Interrupt.GameMultiplayerSynchronizing]
[Interrupt.GameMultiplayerSynchronizing]:string[] = ["Synchronizing","Synchronizing game state with the server.",]
[Interrupt.GameMultiplayerTravelVote]
[Interrupt.GameMultiplayerTravelVote]:string[] = ["{0} wants to travel away and everyone must travel together.\nFood and water are recommended.","Do you want to travel to another island?",]
[Interrupt.GameNoHealingRequired]
[Interrupt.GameNoHealingRequired]:string[] = ["Your target for healing is not damaged or bleeding.","Are you sure you want to heal anyways?",]
[Interrupt.GameNoSaveOnDeath]
[Interrupt.GameNoSaveOnDeath]:string[] = ["You Have Died","You cannot save while dead in hardcore mode.",]
[Interrupt.GamePickUpStillWithWater]
[Interrupt.GamePickUpStillWithWater]:string[] = ["This still contains water.","Do you want to pick it up, and empty the water out?",]
[Interrupt.GameReleaseCreature]
[Interrupt.GameReleaseCreature]:string = "Are you sure you want to release {0}?"
[Interrupt.GameRenameCreature]
[Interrupt.GameRenameCreature]:string = "What would you like to name the {0}?"
[Interrupt.GameRenameDoodad]
[Interrupt.GameRenameDoodad]:string = "What would you like to name the {0}?"
[Interrupt.GameRenameItem]
[Interrupt.GameRenameItem]:string = "What would you like to name the {0}?"
[Interrupt.GameReturnToTitleScreenChallenge]
[Interrupt.GameReturnToTitleScreenChallenge]:string[] = ["Are you sure you want to\nreturn to the title screen?","Your progress is not saved in Challenge Mode!",]
[Interrupt.GameReturnToTitleScreen]
[Interrupt.GameReturnToTitleScreen]:string[] = ["Are you sure you want to\nreturn to the title screen?","Your progress will be saved automatically.",]
[Interrupt.GameSailAwayEnd]
[Interrupt.GameSailAwayEnd]:string[] = ["Are you sure you want\nto sail to civilization?","Your challenge will be completed and your journey will be over.",]
[Interrupt.GameSailAwayReturnable]
[Interrupt.GameSailAwayReturnable]:string[] = ["Are you sure you want\nto sail to civilization?","Your journey will be over, but you can always return back to these lands.\nFood and water are recommended.",]
[Interrupt.GameSaveFailure]
[Interrupt.GameSaveFailure]:string[] = ["Failed to Save the Game","Please create a topic and send us your logs on the {(https://steamcommunity.com/app/379210/discussions/1/):Bug Reports Forum}.",]
[Interrupt.GameSolarStillWontWorkInCave]
[Interrupt.GameSolarStillWontWorkInCave]:string[] = ["A solar still will not work in caves.","Do you still want to build it here?",]
[Interrupt.GameSolarStillWontWorkInTemperature]
[Interrupt.GameSolarStillWontWorkInTemperature]:string[] = ["A solar still will not function in this temperature without a heat source.","Do you still want to build it here?",]
[Interrupt.GameTravelConfirmation]:string[] = ["Are you sure you want to travel away?","Food and water are recommended.",]
[Interrupt.GameWellConvert]
[Interrupt.GameWellConvert]:string[] = ["Pouring this water will convert the water in the well to seawater.","Do you want to convert the water in the well?",]
[Interrupt.MenuCharacterCreationImportCharacterFailure]:string = "Unable to Import Character"
[Interrupt.MenuCharacterSelectionDeleteCharacter]
[Interrupt.MenuCharacterSelectionDeleteCharacter]:string = "Are you sure you want to delete the character template '{0}'?"
[Interrupt.MenuCustomGameOptionsConfirmImport]
[Interrupt.MenuCustomGameOptionsConfirmImport]:string[] = ["Are you sure you want to\nimport different options?","Any existing configuration will be replaced.",]
[Interrupt.MenuCustomGameOptionsImportFailure]
[Interrupt.MenuCustomGameOptionsImportFailure]:string[] = ["Failed to import custom game options.","Send us your file and your log!",]
[Interrupt.MenuCustomGameOptionsLoadingImporting]
[Interrupt.MenuCustomGameOptionsLoadingImporting]:string = "Importing custom game options..."
[Interrupt.MenuGameEndDeleteSaveDescription]
[Interrupt.MenuGameEndDeleteSaveDescription]:string = "Your highscore and unlocks are saved."
[Interrupt.MenuGameEndGhostDeleteSave]
[Interrupt.MenuGameEndGhostDeleteSave]:string = "You are dead.Do you want to keep this save?"
[Interrupt.MenuGameEndReturnToTitleScreenChallengeMultiplayerDescription]:string = "{#--COLOR-BAD:{0?There are other players connected.}Saving is disabled in Challenge Mode!}"
[Interrupt.MenuLoadGameMissingMod]:string[] = ["Are you sure you want to load this save?\nMod(s) are missing. This may cause bugs.","{0?Missing Mods\\: {0...}}\n{1?Disabled Mods\\: {1...}}",]
[Interrupt.MenuLoadGamePublishError]
[Interrupt.MenuLoadGamePublishError]:string[] = ["There was an error publishing the\nsave game mod to the workshop.","{0}",]
[Interrupt.MenuMainOldVersionWarning]:string[] = ["You've loaded an older version\nof the game!","You previously played {0}. You're now playing {1}.\nUnintended side effects may occur, such as losing all save data.\nIt is highly recommended you backup the Wayward save folder before continuing.",]
[Interrupt.MenuMainWelcomeToVersion]
[Interrupt.MenuMainWelcomeToVersion]:string[] = ["Welcome to Wayward {0}!","Please visit the News menu to see what's new.\nAll mods have been disabled by default.",]
[Interrupt.MenuMilestoneModifiersConfirmImport]
[Interrupt.MenuMilestoneModifiersConfirmImport]:string[] = ["Are you sure you want to import\na different list of modifiers?","Any existing modifiers will be replaced.",]
[Interrupt.MenuMilestoneModifiersImportFailure]
[Interrupt.MenuMilestoneModifiersImportFailure]:string[] = ["Failed to import custom game options.","Send us your file and your log!",]
[Interrupt.MenuModsConfirmDisableDependents]:string[] = ["{0} can't be disabled without disabling its dependent mods. Would you like to disable them?","Dependents: {1}",]
[Interrupt.MenuModsConfirmEnableDisabledDependencies]:string[] = ["{0} can't be enabled without enabling its required mods. Would you like to enable them?","Required mods: {1}",]
[Interrupt.MenuModsConfirmPublishUpdate]
[Interrupt.MenuModsConfirmPublishUpdate]:string = "Are you sure you want to publishan update to this mod?"
[Interrupt.MenuModsConfirmPublish]
[Interrupt.MenuModsConfirmPublish]:string = "Are you sure you wantto publish this mod?"
[Interrupt.MenuModsConfirmUninstallMod]
[Interrupt.MenuModsConfirmUninstallMod]:string = "Are you sure you want touninstall {0}?"
[Interrupt.MenuModsInfoMissingDependencies]
[Interrupt.MenuModsInfoMissingDependencies]:string[] = ["{0} can't be enabled because it is missing other required mods.","Required mods: {1}",]
[Interrupt.MenuModsModEnableMultipleLanguages]
[Interrupt.MenuModsModEnableMultipleLanguages]:string[] = ["This mod provides multiple languages.","Would you like to go to the\noptions menu and change language?",]
[Interrupt.MenuModsModEnableUseLanguage]
[Interrupt.MenuModsModEnableUseLanguage]:string = "This mod provides a language.Would you like to switch to it?"
[Interrupt.MenuModsPublishError]
[Interrupt.MenuModsPublishError]:string[] = ["Could Not Publish Mod","Error: {0}",]
[Interrupt.MenuModsPublishUpdateError]
[Interrupt.MenuModsPublishUpdateError]:string[] = ["Could Not Publish Mod Update","Error: {0}",]
[Interrupt.MenuModsSubmenuEditInternalModsModsListChangeReload]:string[] = ["Reload the game?","Changing the internal mods list requires a reload.",]
[Interrupt.MenuModsUnloadableSaveGameMod]
[Interrupt.MenuModsUnloadableSaveGameMod]:string[] = ["Unloadable Save Game","The save game '{0}' cannot be loaded due to being too old or incompatible with this version of Wayward.",]
[Interrupt.MenuModsUpdatingMod]
[Interrupt.MenuModsUpdatingMod]:string = "Publishing Mod Update"
[Interrupt.MenuMultiplayerCannotJoinFailedToLoadMods]:string[] = ["Cannot Join Server","Failed to load required mods: {0...}\n",]
[Interrupt.MenuNewGameTooManySaves]
[Interrupt.MenuNewGameTooManySaves]:string[] = ["There are too many saves!","Delete old saves before making new ones.",]
[Interrupt.MenuOptionsConfirmImportGlobalData]
[Interrupt.MenuOptionsConfirmImportGlobalData]:string[] = ["Are you sure you want to replace\nyour non-world save data?","This will delete your existing options, highscores, milestones,\nmod states, characters, and unlocked crafting recipes.",]
[Interrupt.MenuOptionsConfirmUnlockMilestones]
[Interrupt.MenuOptionsConfirmUnlockMilestones]:string[] = ["Are you sure you want to\nunlock all milestones?","Your previous unlock progress cannot be restored.\nConsider backing up your global save data.",]
[Interrupt.MenuOptionsConfirmUnlockRecipes]
[Interrupt.MenuOptionsConfirmUnlockRecipes]:string[] = ["Are you sure you want to\nunlock all crafting recipes?","Your previous unlock progress cannot be restored.\nConsider backing up your global save data.",]
[Interrupt.MenuOptionsLoadingImportingGlobalData]
[Interrupt.MenuOptionsLoadingImportingGlobalData]:string = "Replacing non-world save data..."
[Interrupt.MenuOptionsReloadGame]:string = "Are you sure you want toreload the game?"
[Interrupt.MenuOptionsSaveDataClearAll]
[Interrupt.MenuOptionsSaveDataClearAll]:string[] = ["Are you sure you want to\nclear all save data?","This includes options, game saves, and milestone progress.",]
[Interrupt.MenuOptionsSaveDataClearBindings]
[Interrupt.MenuOptionsSaveDataClearBindings]:string = "Are you sure you want toreset all bindings to defaults?"
[Interrupt.MenuOptionsSaveDataClearCharacters]
[Interrupt.MenuOptionsSaveDataClearCharacters]:string = "Are you sure you want todelete all of your previous characters?"
[Interrupt.MenuPauseReturnToTitleScreenChallengeMultiplayerDescription]:string = "{#--COLOR-BAD:{0?There are players connected.}Your progress is not saved in Challenge Mode!}"
[Interrupt.MenuPauseReturnToTitleScreenMultiplayerDescription]:string = "{0?{#--COLOR-BAD:There are players connected.}{1?:}}{1?:Your progress will be saved automatically.}"
[Interrupt.MenuPauseReturnToTitleScreen]
[Interrupt.MenuPauseReturnToTitleScreen]:string[] = ["Are you sure you want to\nreturn to the title screen?","Your progress will be saved automatically.",]
[Interrupt.MultiplayerConnecting]
[Interrupt.MultiplayerConnecting]:string[] = ["Connecting","Waiting for the server to respond...",]
[Interrupt.MultiplayerDisconnect]
[Interrupt.MultiplayerDisconnect]:never[] = []
[Interrupt.MultiplayerDownloadingWorldData]
[Interrupt.MultiplayerDownloadingWorldData]:string[] = ["Connected","Downloading world data - {0}%",]
[Interrupt.MultiplayerFailedToConnect]
[Interrupt.MultiplayerFailedToConnect]:string[] = ["Unable to Join Game","Failed to connect.\n\n{0}",]
[Interrupt.SteamworksModPublishModJsonUpdateFailed]:string[] = ["Mod published, but failed to update mod.json file.",'Please ensure your mod.json has the following metadata:\n{#--COLOR-CODE:"publishedFileId": "{1}"}\n\nThe error when trying to update the mod.json:\n{#--COLOR-ERROR:{0}}',]
[Interrupt.SteamworksModWithNameAlreadyExists]
[Interrupt.SteamworksModWithNameAlreadyExists]:string = "A mod with that name already exists. Try changing the name of the slot."
[Interrupt.SteamworksOpenFolderFailure]
[Interrupt.SteamworksOpenFolderFailure]:string[] = ["Failed to open the folder.","Please navigate to the folder manually.",]
[Interrupt.SteamworksURLOpenedInBrowser]
[Interrupt.SteamworksURLOpenedInBrowser]:string = "The URL has been opened in your default web browser."
[Interrupt.SteamworksWorkshopOpenedInBrowser]
[Interrupt.SteamworksWorkshopOpenedInBrowser]:string[] = ["The Steam Workshop has been opened in a browser.","Press OK after you're done viewing the Workshop.",]
[ItemGroup.WaterskinOfPotableWater]:string = "waterskin of potable water"
[ItemGroup.WeaponThatFiresArrows]
[ItemGroup.WeaponThatFiresArrows]:string = "weapon that fires arrows"
[ItemGroup.WeaponThatFiresBullets]
[ItemGroup.WeaponThatFiresBullets]:string = "weapon that fires bullets"
[ItemGroup.Weapon]
[ItemGroup.Weapon]:string = "weapon"
Const items
items:object
[Item.AberrantSlitherSucker]
[Item.AberrantSlitherSucker]:[string, string] = ["aberrant slither sucker", "A living, writhing aberrant slither sucker, constricting itself to you, causing pain as it sinks its teeth into you."]
[Item.AloeVeraBandage]
[Item.AloeVeraBandage]:[string, string] = ["aloe vera bandage", "A dual purpose bandage type. Used to treat bleeding as well as the effects of being burned."]
[Item.AloeVeraLeaves]
[Item.AloeVeraLeaves]:[string, string] = ["aloe vera leaves", "Thick succulent plant leaves, sharp to the touch and known for their use as an antiseptic. Their inner flesh can be applied to the skin to reduce burning pain."]
[Item.AloeVeraSeeds]
[Item.AloeVeraSeeds]:[string, string] = ["aloe vera seeds", "These thin black seeds appear to be that from an aloe vera plant. They can be used to grow aloe vera or eaten in dire circumstances."]
[Item.AnimalClaw]
[Item.AnimalClaw]:[string, string] = ["animal claw", "A sharp claw from an animal. A perfect animal by-product for using as a needle."]
[Item.AnimalDroppings]
[Item.AnimalDroppings]:[string, string] = ["animal droppings", "Droppings produced by a small mammal to be used in composting."]
[Item.AnimalDung]
[Item.AnimalDung]:[string, string] = ["animal dung", "A seemingly fresh pile of feces, excreted from an animal. Although quite foul, it can perhaps be used for fertilizer."]
[Item.AnimalFat]
[Item.AnimalFat]:[string, string] = ["animal fat", "A gelatinous shaving of animal fat, slimy to the touch. Useful as a rendered fuel."]
[Item.AnimalFur]
[Item.AnimalFur]:[string, string] = ["animal fur", "A large clump of animal fur and hair. Could be used as tinder in a situation where wood is not available."]
[Item.AnimalGlue]
[Item.AnimalGlue]:[string, string] = ["animal glue", "A natural glue processed from boiling animal bones that can be used to reinforce and secure items."]
[Item.AnimalPelt]
[Item.AnimalPelt]:[string, string] = ["animal pelt", "The remains of an unlucky skinned animal. Can be used as a makeshift garment or dismantled into the hide and fur separately."]
[Item.AnimalSkull]
[Item.AnimalSkull]:[string, string] = ["animal skull", "A large hollowed-out, bleached animal skull, suitable for crafting into a provisional helmet."]
[Item.AnimalTusk]
[Item.AnimalTusk]:[string, string] = ["animal tusk", "A lumbering curved tusk from a large mammal. Can be used as a primitive weapon or carved and broken down into other forms."]
[Item.AppleSeeds]
[Item.AppleSeeds]:[string, string] = ["apple seeds", "Still scented like the apples they come from, these small brown seeds are used for planting to grow into apple trees."]
[Item.Apple]
[Item.Apple]:[string, string] = ["apple", "A juicy, delicious red apple. The fruit contains seeds to grow apple trees."]
[Item.ArcticPoppies]
[Item.ArcticPoppies]:[string, string] = ["arctic poppies", "A bundle of bright yellow poppies of the arctic variety which can be used medicinally."]
[Item.ArcticPoppySeeds]
[Item.ArcticPoppySeeds]:[string, string] = ["arctic poppy seeds", "A large collection of small poppy seeds."]
[Item.ArrowShaft]
[Item.ArrowShaft]:[string, string] = ["arrow shaft", "A whittled down pole, used for the shaft of a fletched arrow."]
[Item.AshCementBrick]
[Item.AshCementBrick]:[string, string] = ["ash cement brick", "The final form of the ash cement; mixed with the once-heated mixture and clay to give it rigidity, then baked over fire."]
[Item.AshCementFlooring]
[Item.AshCementFlooring]:[string, string] = ["ash cement flooring", "Flooring made from interweaving ash cement bricks."]
[Item.AshCementWall]
[Item.AshCementWall]:[string, string] = ["ash cement wall", "A wall constructed of recycled ash cement. Although the resource is abundant, the durability is not."]
[Item.AshCement]
[Item.AshCement]:[string, string] = ["ash cement", "A tacky slurry of cement, created by grinding ash and mixing it with liquid, heated to a glowing temperature, then broken down again with water."]
[Item.Backpack]
[Item.Backpack]:[string, string] = ["backpack", "Crafted with leather, it's suitable for holding many items on your back, reducing overall weight."]
[Item.Badderlocks]
[Item.Badderlocks]:[string, string] = ["badderlocks", "A stringy wet mass of seaweed. Can be used as cordage or eating in desperation."]
[Item.Bandage]
[Item.Bandage]:[string, string] = ["bandage", "A tattered piece of fabric, used to staunch wounds and prevent infection."]
[Item.BarkLeggings]
[Item.BarkLeggings]:[string, string] = ["bark leggings", "Rudimentary leg armor, crafted from strong tree bark and secured with string."]
[Item.BarkShield]
[Item.BarkShield]:[string, string] = ["bark shield", "A makeshift shield, used to block incoming attacks, made with tree bark and wrapped with string."]
[Item.BarkTorch]
[Item.BarkTorch]:[string, string] = ["bark torch", "A torch wrapped and bound by stripped tree bark, providing natural oils to increase the life of the torch."]
[Item.BarkTunic]
[Item.BarkTunic]:[string, string] = ["bark tunic", "Tree bark chest armor bound together with string."]
[Item.BeggartickSeeds]
[Item.BeggartickSeeds]:[string, string] = ["beggartick seeds", "Dried beggartick seeds which can be planted to grow flowers."]
[Item.Beggarticks]
[Item.Beggarticks]:[string, string] = ["beggarticks", "The flower and stems of beggarticks. Only useful in creating medicinal tonics, or ingesting directly if food supply is low."]
[Item.BirdDroppings]
[Item.BirdDroppings]:[string, string] = ["bird droppings", "Droppings produced by some type of winged creature. Can be used as an ingredient in compost."]
[Item.BlackPowder]
[Item.BlackPowder]:[string, string] = ["black powder", "A highly combustible powder, made up of a combination of minerals."]
[Item.BlackplateBreastplate]
[Item.BlackplateBreastplate]:[string, string] = ["blackplate breastplate", "A uniquely designed piece of armor to cover your torso with long sharpened points jutting out from the shoulders. Made from a special annealed form of iron."]
[Item.BlackplateGauntlets]
[Item.BlackplateGauntlets]:[string, string] = ["blackplate gauntlets", "Crafted from annealed iron, these blackplate gauntlets make for excellent hand guards."]
[Item.BlackplateGorget]
[Item.BlackplateGorget]:[string, string] = ["blackplate gorget", "A neck guard, forged from iron and annealed, giving it a darker appearance."]
[Item.BlackplateGreaves]
[Item.BlackplateGreaves]:[string, string] = ["blackplate greaves", "These leggings are crafted from iron and annealed, giving it a darkened hue and widened to make the wearer appear larger."]
[Item.BlackplateHelmet]
[Item.BlackplateHelmet]:[string, string] = ["blackplate helmet", "An evil gaze has been forged into the face of this annealed iron helmet, giving the wearer a menacing look upon equipping it. Two sturdy metal horns pierce outwards, mimicking some form of animal."]
[Item.BlackplateSabatons]
[Item.BlackplateSabatons]:[string, string] = ["blackplate sabatons", "Almost sharp to the touch, these expertly crafted annealed blackplate iron sabatons will make for satisfactory foot protection as well as fashion."]
[Item.BladesOfGrass]
[Item.BladesOfGrass]:[string, string] = ["blades of grass", "Clippings of grass; sharp to the touch when fresh, but can be dried and used for tinder."]
[Item.BoatPaddle]
[Item.BoatPaddle]:[string, string] = ["boat paddle", "A makeshift boat paddle used with boats and rafts, or combat if in dire need."]
[Item.BoiledChickenEgg]
[Item.BoiledChickenEgg]:[string, string] = ["boiled chicken egg", "A moist, delicious boiled egg. Great tasting and packed with protein."]
[Item.BoiledPenguinEgg]
[Item.BoiledPenguinEgg]:[string, string] = ["boiled penguin egg", "The whites of this egg are translucent, and the yolk is unset and bright orange. Although much different than a chicken egg, it will be just as packed with protein and nutrition."]
[Item.BoneFragments]
[Item.BoneFragments]:[string, string] = ["bone fragments", "A bundle of bones from a small vertebrate. Some cracked, others shattered. The pieces are quite sharp."]
[Item.BoneMeal]
[Item.BoneMeal]:[string, string] = ["bone meal", "A pestled pile of powdered bone remnants."]
[Item.BoneNeedle]
[Item.BoneNeedle]:[string, string] = ["bone needle", "A thin, hard, sharp needle, carved from bone."]
[Item.BonePole]
[Item.BonePole]:[string, string] = ["bone pole", "A smooth cudgel crafted from a large bone."]
[Item.Bone]
[Item.Bone]:[string, string] = ["bone", "A heavy, sun-bleached animal bone, suitable for rudimentary combat, gathering, or crafting into more useful items."]
[Item.BowDrill]
[Item.BowDrill]:[string, string] = ["bow drill", "An advanced fire starting device. Uses the string on a bow to rotate into the wood, reducing much effort."]
[Item.Bow]
[Item.Bow]:[string, string] = ["bow", "A bent wooden pole with a shorter string tied to both ends. The tension of the string is used to fire arrows."]
[Item.Branch]
[Item.Branch]:[string, string] = ["branch", "A typical tree branch, useful for a variety of crafts or stoking a fire."]
[Item.BronzeAnvil]
[Item.BronzeAnvil]:[string, string] = ["bronze anvil", "A shaped wedge of alloyed bronze conducive to hammering metal objects on for the procurement of weapons, tools, or armor."]
[Item.BronzeArrow]
[Item.BronzeArrow]:[string, string] = ["bronze arrow", "Straight and true this arrow looks to be, decorated with a sharp bronze arrowhead."]
[Item.BronzeArrowhead]
[Item.BronzeArrowhead]:[string, string] = ["bronze arrowhead", "One touch to the tip of this would lead to certain bloodshed. This bronze arrowhead is ready to affix to a wooden shaft and fletching to create an arrow."]
[Item.BronzeAxe]
[Item.BronzeAxe]:[string, string] = ["bronze axe", "A bronzen axe, used for carving, gathering, and general lumberjacking functions."]
[Item.BronzeBakingTray]
[Item.BronzeBakingTray]:[string, string] = ["bronze baking tray", "Excessive is one word used to describe this piece of cookware made from forged bronze."]
[Item.BronzeBevor]
[Item.BronzeBevor]:[string, string] = ["bronze bevor", "A piece of protective bronze armor for the chin and neck area."]
[Item.BronzeBoots]
[Item.BronzeBoots]:[string, string] = ["bronze boots", "Many delicately crafted bronze pieces are hinged together to form these protective boots."]
[Item.BronzeBullet]
[Item.BronzeBullet]:[string, string] = ["bronze bullet", "A spherical ball of alloyed metal to be used as ammunition in slings and other devices."]
[Item.BronzeChestArmor]
[Item.BronzeChestArmor]:[string, string] = ["bronze chest armor", "A bronze armor chest piece with a unique, stylish design with split tassets for additional waist and upper thigh protection."]
[Item.BronzeChest]
[Item.BronzeChest]:[string, string] = ["bronze chest", "Your best bet for large storage capacity. This masterly crafted bronze chest is suitable for storing a plethora of items."]
[Item.BronzeDoubleAxe]
[Item.BronzeDoubleAxe]:[string, string] = ["bronze double axe", "A two-sided axe forged in bronze and affixed to a pole with string. Used primarily for combat."]
[Item.BronzeGauntlets]
[Item.BronzeGauntlets]:[string, string] = ["bronze gauntlets", "Bronze-forged hand protective armor. These gauntlets feature unique barbed bracer designs working their way up your forearms."]
[Item.BronzeGreaves]
[Item.BronzeGreaves]:[string, string] = ["bronze greaves", "A pair of bronze greaves, used to wrap and fit against your legs for more than adequate protection."]
[Item.BronzeHammer]
[Item.BronzeHammer]:[string, string] = ["bronze hammer", "A bronzen mallet tool, used for repairing and crafting other items, especially those made from metal."]
[Item.BronzeHelmet]
[Item.BronzeHelmet]:[string, string] = ["bronze helmet", "A helmet fit for royalty, at least from the looks alone. This stylishly crafted headgear is great for taking a beating as well as looking illustrious."]
[Item.BronzeHoe]
[Item.BronzeHoe]:[string, string] = ["bronze hoe", "A fine bronzen gardening tool, used to form lined pathways in the dirt for planting seeds."]
[Item.BronzeIngot]
[Item.BronzeIngot]:[string, string] = ["bronze ingot", "A pristine brick of molded bronze alloy to be melted down and cast into other forms."]
[Item.BronzeKiteShield]
[Item.BronzeKiteShield]:[string, string] = ["bronze kite shield", "A shield formed into a kite shape allowing protection along a full body length. A unique pattern is riveted to its center."]
[Item.BronzeKnife]
[Item.BronzeKnife]:[string, string] = ["bronze knife", "An expertly crafted carving tool and an instrument of death if used in close quarters against an unwitting foe."]
[Item.BronzeLockpick]
[Item.BronzeLockpick]:[string, string] = ["bronze lockpick", "A fine and superior bronze lockpicking contraption. Although it appears complex, it is bound to work wonders on stubborn locks."]
[Item.BronzeMortarAndPestle]
[Item.BronzeMortarAndPestle]:[string, string] = ["bronze mortar and pestle", "Using a bronze alloy, this set of tools can be used to crush and grind materials used in other crafts."]
[Item.BronzePickaxe]
[Item.BronzePickaxe]:[string, string] = ["bronze pickaxe", "A bronze-cast tool for use in mining and breaking through rock-based terrain."]
[Item.BronzeRefinementTools]
[Item.BronzeRefinementTools]:[string, string] = ["bronze refinement tools", "A set of small bronze tools used for filing, shaping, and general refinement of other items, reducing their weight in the process."]
[Item.BronzeShovel]
[Item.BronzeShovel]:[string, string] = ["bronze shovel", "A digging tool with a bronze shovel head with many applications such as gathering, digging, and more."]
[Item.BronzeSpear]
[Item.BronzeSpear]:[string, string] = ["bronze spear", "The spearhead cast from bronze adorns the end of a long, widdled, and smooth pole; together forming this well-crafted spear."]
[Item.BronzeSword]
[Item.BronzeSword]:[string, string] = ["bronze sword", "Masterly crafted, this bronze sword sparkles with an astonishing luster, seemingly almost capable of blinding your foes with its sheen alone."]
[Item.BronzeTongs]
[Item.BronzeTongs]:[string, string] = ["bronze tongs", "Cast bronze metal tongs, used for blacksmithing endeavors and lifting hot objects out of fires."]
[Item.BullBoat]
[Item.BullBoat]:[string, string] = ["bull boat", "A boat made with leather and framed with curved wooden poles. Used to traverse water and travel to new locations."]
[Item.BundleOfSwitchgrass]
[Item.BundleOfSwitchgrass]:[string, string] = ["bundle of switchgrass", "Bundled up switchgrass stalks, complete with its seeds."]
[Item.BushelOfWheat]
[Item.BushelOfWheat]:[string, string] = ["bushel of wheat", "The clipped remains of the stalk and grains from wheat grass."]
[Item.ButtonMushrooms]
[Item.ButtonMushrooms]:[string, string] = ["button mushrooms", "Long lasting common white mushrooms. They appear safe to consume."]
[Item.CactusNeedle]
[Item.CactusNeedle]:[string, string] = ["cactus needle", "A needle from a cactus plant, useful in crafting smaller, more intricate items."]
[Item.CactusSpines]
[Item.CactusSpines]:[string, string] = ["cactus spines", "Thin, long spikes, suitable for crafting into makeshift needles."]
[Item.CaliginousScrap]
[Item.CaliginousScrap]:[string, string] = ["caliginous scrap", "This piece of material fell from the dark foe. It appears to be vanishing as you hold it."]
[Item.CarrotSeeds]:[string, string] = ["carrot seeds", "Seeds for growing carrots, taken from seeding carrot flowers."]
[Item.Carrot]
[Item.Carrot]:[string, string] = ["carrot", "A healthy looking root vegetable, orange in color and full of nutrients. Both the taproot and leaves are edible."]
[Item.CharcoalBandage]
[Item.CharcoalBandage]:[string, string] = ["charcoal bandage", "A cloth bandage, coated in charcoal and used for its natural antiseptic and anticoagulant properties."]
[Item.ChickenEgg]:[string, string] = ["chicken egg", "A brown colored egg, laid by a chicken. Can be eaten as is, or cooked for a tastier meal."]
[Item.ChiveSeeds]
[Item.ChiveSeeds]:[string, string] = ["chive seeds", "The small black appearance of these seeds suggests they are for growing chives."]
[Item.Chives]
[Item.Chives]:[string, string] = ["chives", "A strong smelling and tasting plant, packed with nutrients and vitamins."]
[Item.ClayBlowpipe]
[Item.ClayBlowpipe]:[string, string] = ["clay blowpipe", "A sturdy blowpipe used for glassblowing."]
[Item.ClayBrick]
[Item.ClayBrick]:[string, string] = ["clay brick", "A hardened clay brick, used in the building of structures such as floors and walls."]
[Item.ClayCampfire]
[Item.ClayCampfire]:[string, string] = ["clay campfire", "A grouping of clay bricks shaped into a ring to contain a fire."]
[Item.ClayFlakes]
[Item.ClayFlakes]:[string, string] = ["clay flakes", "Dried shavings of clay. Created by shaving clay and drying over a period of time."]
[Item.ClayFlooring]
[Item.ClayFlooring]:[string, string] = ["clay flooring", "Flooring crafted from clay bricks. Could be used as decoration or as part of a building."]
[Item.ClayFurnace]
[Item.ClayFurnace]:[string, string] = ["clay furnace", "An enclosed structure made of clay bricks, which traps in the heat to keep a long-lasting, high-temperature fire."]
[Item.ClayJugOfDesalinatedWater]
[Item.ClayJugOfDesalinatedWater]:[string, string] = ["clay jug of desalinated water", "Potable, safe-to-drink water. The water in this clay jug has gone through the desalination process."]
[Item.ClayJugOfGoatMilk]
[Item.ClayJugOfGoatMilk]:[string, string] = ["clay jug of goat milk", "A clay jug full of nutritious raw goat milk."]
[Item.ClayJugOfMedicinalWater]
[Item.ClayJugOfMedicinalWater]:[string, string] = ["clay jug of medicinal water", "A clay jug containing medicinal water, used to cure and soothe certain ailments while also replenishing your thirst."]
[Item.ClayJugOfPurifiedFreshWater]
[Item.ClayJugOfPurifiedFreshWater]:[string, string] = ["clay jug of purified fresh water", "A clay jug filled with fresh, purified water. Can be used to quench your thirst."]
[Item.ClayJugOfSeawater]
[Item.ClayJugOfSeawater]:[string, string] = ["clay jug of seawater", "Unfiltered seawater, held in a clay jug. Unsuitable to drink in its current form but could be desalinated."]
[Item.ClayJugOfUnpurifiedFreshWater]
[Item.ClayJugOfUnpurifiedFreshWater]:[string, string] = ["clay jug of unpurified fresh water", "A clay jug full of natural, fresh water. Although it is drinkable, further purification is recommended."]
[Item.ClayJug]
[Item.ClayJug]:[string, string] = ["clay jug", "A fully hardened clay jug with a cork. Used to hold water."]
[Item.ClayKiln]
[Item.ClayKiln]:[string, string] = ["clay kiln", "Similar to a furnace, but constructed with clay and in a way that allows for proper heat distribution for crafting glass and clay items."]
[Item.ClayMortarAndPestle]
[Item.ClayMortarAndPestle]:[string, string] = ["clay mortar and pestle", "A grinding device made from fired and cured clay."]
[Item.ClaySandCastFlask]
[Item.ClaySandCastFlask]:[string, string] = ["clay sand cast flask", "A moulded clay flask, used for casting and shaping molten metal using malleable green sand."]
[Item.ClayWall]
[Item.ClayWall]:[string, string] = ["clay wall", "A wall made from clay bricks, set into a typical skewed, grid-like fashion to increase durability."]
[Item.ClayWaterStill]
[Item.ClayWaterStill]:[string, string] = ["clay water still", "A carved-out clay brick with a lid. It's used to desalinate water by boiling it and then collecting the steam into a separate container."]
[Item.ClayWell]
[Item.ClayWell]:[string, string] = ["clay well", "A well constructed of clay bricks, used to collect water by digging a shaft into the ground."]
[Item.ClematisSeeds]
[Item.ClematisSeeds]:[string, string] = ["clematis seeds", "Seeds to grow clematis. Can be eaten if desperate, but they do not contain any significant nutrition."]
[Item.ClematisVine]
[Item.ClematisVine]:[string, string] = ["clematis vine", "A long, winding clematis vine, suitable as cordage."]
[Item.Cloak]
[Item.Cloak]:[string, string] = ["cloak", "An old, but sturdy hooded cloak garment. It appears to be of high quality from a bygone era."]
[Item.Coal]
[Item.Coal]:[string, string] = ["coal", "A black and brittle mineral, staining anything it touches, but useful as fuel."]
[Item.CobblestoneFlooring]
[Item.CobblestoneFlooring]:[string, string] = ["cobblestone flooring", "Primitive flooring created by placing stones in an organized pattern, filling any gaps."]
[Item.CoconutContainerOfCoconutWater]
[Item.CoconutContainerOfCoconutWater]:[string, string] = ["coconut container of coconut water", "A coconut fruit, affixed with a string and cork to contain its natural juice. The container can be reused for other liquids once consumed."]
[Item.CoconutContainerOfDesalinatedWater]
[Item.CoconutContainerOfDesalinatedWater]:[string, string] = ["coconut container of desalinated water", "A coconut filled with water that has gone through the desalination process."]
[Item.CoconutContainerOfGoatMilk]
[Item.CoconutContainerOfGoatMilk]:[string, string] = ["coconut container of goat milk", "This coconut container is filled with goat milk, no doubt giving a unique flavor when consumed."]
[Item.CoconutContainerOfMedicinalWater]
[Item.CoconutContainerOfMedicinalWater]:[string, string] = ["coconut container of medicinal water", "A coconut containing medicinal water, used for treating certain conditions while also quenching some thirst."]
[Item.CoconutContainerOfPurifiedFreshWater]
[Item.CoconutContainerOfPurifiedFreshWater]:[string, string] = ["coconut container of purified fresh water", "Potable and purified fresh water, enclosed in a coconut container."]
[Item.CoconutContainerOfSeawater]
[Item.CoconutContainerOfSeawater]:[string, string] = ["coconut container of seawater", "A coconut container filled with seawater. Not suitable for consuming without first being desalinated to remove all the salt content and other impurities."]
[Item.CoconutContainerOfUnpurifiedFreshWater]
[Item.CoconutContainerOfUnpurifiedFreshWater]:[string, string] = ["coconut container of unpurified fresh water", "A container full of unpurified fresh water, contained within a coconut. Purification is recommended before consumption."]
[Item.CoconutContainer]
[Item.CoconutContainer]:[string, string] = ["coconut container", "An interim liquid container, crafted by poking a hole into a coconut and sealed using a cork."]
[Item.CoconutHusk]
[Item.CoconutHusk]:[string, string] = ["coconut husk", "The fibrous outer layer of a coconut. Useful as cordage, pulp, and tinder for starting fires."]
[Item.CoconutMeat]
[Item.CoconutMeat]:[string, string] = ["coconut meat", "An opened coconut fruit, revealing its fleshy edible coconut meat."]
[Item.Coconut]
[Item.Coconut]:[string, string] = ["coconut", "A fibrous and heavy fruit. Difficult to consume, but packed with plenty of caloric-dense coconut meat and milk."]
[Item.CompositeBow]
[Item.CompositeBow]:[string, string] = ["composite bow", "An expertly crafted bow, designed for both velocity and force."]
[Item.CookedAberrantMudskipper]
[Item.CookedAberrantMudskipper]:[string, string] = ["cooked aberrant mudskipper", "A large fishy feast brought to you by an atypical mudskipper."]
[Item.CookedAberrantScorpion]
[Item.CookedAberrantScorpion]:[string, string] = ["cooked aberrant scorpion", "Even though the aberrant scorpion is larger, and its corpse will provide much more food, the texture will most likely be worse when consuming it."]
[Item.CookedBlindfish]
[Item.CookedBlindfish]:[string, string] = ["cooked blindfish", "While the source of the food is a bit suspect, after being cooked, it appears to be more palatable."]
[Item.CookedChicken]
[Item.CookedChicken]:[string, string] = ["cooked chicken", "A well-cooked chicken, ready to consume and sure to satisfy."]
[Item.CookedChoppedFish]
[Item.CookedChoppedFish]:[string, string] = ["cooked chopped fish", "A sizable helping of chopped fish cooked and ready to ingest."]
[Item.CookedCod]
[Item.CookedCod]:[string, string] = ["cooked cod", "A seared, well-cooked cod, ready to consume and enjoy."]
[Item.CookedCornCob]
[Item.CookedCornCob]:[string, string] = ["cooked corn cob", "A well cooked cob of corn. Ready to consume and enjoy."]
[Item.CookedCrowberries]
[Item.CookedCrowberries]:[string, string] = ["cooked crowberries", "A stewed batch of crowberries, emphasizing their natural sugars while removing their bitter tannins."]
[Item.CookedFishKebab]
[Item.CookedFishKebab]:[string, string] = ["cooked fish kebab", "A skewered mass of fish chunks cooked delicately over flame to be consumed off the spear for an added flare."]
[Item.CookedFishSteak]
[Item.CookedFishSteak]:[string, string] = ["cooked fish steak", "A cooked fish fillet, seared on the outside and delicious."]
[Item.CookedJoshuaTreeFlowers]
[Item.CookedJoshuaTreeFlowers]:[string, string] = ["cooked joshua tree flowers", "A cooked batch of joshua tree flowers. The cooking process retains most of the nutrients but reduces some of the bitterness found in their uncooked form."]
[Item.CookedJoshuaTreeFruit]
[Item.CookedJoshuaTreeFruit]:[string, string] = ["cooked joshua tree fruit", "Roasted and dried joshua tree fruit. It gives off a delightful aroma and has a sweet taste."]
[Item.CookedMeat]
[Item.CookedMeat]:[string, string] = ["cooked meat", "Adequately heated meat, safe and ready for consumption."]
[Item.CookedMudskipper]
[Item.CookedMudskipper]:[string, string] = ["cooked mudskipper", "Not the best catch for sustenance or for its looks. Its bulgy eyes at least have been removed for eating."]
[Item.CookedPemmican]
[Item.CookedPemmican]:[string, string] = ["cooked pemmican", "A seasoned mound of dried ground meat, fried and cooked with fat for maximum flavor and caloric content."]
[Item.CookedPenguinMeat]
[Item.CookedPenguinMeat]:[string, string] = ["cooked penguin meat", "Although slightly off-putting, this greasy cooked meat will provide ample sustenance."]
[Item.CookedPotato]
[Item.CookedPotato]:[string, string] = ["cooked potato", "A skin-on cooked potato; soft and mushy and packed with calories."]
[Item.CookedRedSnapper]
[Item.CookedRedSnapper]:[string, string] = ["cooked red snapper", "A hefty meal for anybody; this cooked red snapper is sure to delight taste buds and satisfy bellies."]
[Item.CookedReptileMeat]
[Item.CookedReptileMeat]:[string, string] = ["cooked reptile meat", "A grilled piece of reptile meat. The look and texture could almost be passed as chicken."]
[Item.CookedScorpion]
[Item.CookedScorpion]:[string, string] = ["cooked scorpion", "While still a bit nauseating to consume, the cooked scorpion can provide much needed sustenance."]
[Item.CookedSpiderMeat]
[Item.CookedSpiderMeat]:[string, string] = ["cooked spider meat", "Crispy spider meat. Not the best texture or flavor, but contains the more edible portions of the deceased arachnid."]
[Item.CookedTaintedMeat]
[Item.CookedTaintedMeat]:[string, string] = ["cooked tainted meat", "A piece of discolored meat, cooked to kill possible toxins, but possibly still unsafe for consumption."]
[Item.CookedTentacles]
[Item.CookedTentacles]:[string, string] = ["cooked tentacles", "Although, still springy to the touch, this cooked cephalopod appendage can be stomached much easier than if raw."]
[Item.CookedWalleye]
[Item.CookedWalleye]:[string, string] = ["cooked walleye", "A fully cooked walleye. Its seared skin and white fleshy interior looks delicious."]
[Item.CookedWormMeat]
[Item.CookedWormMeat]:[string, string] = ["cooked worm meat", "A cooked patty of worm meat. Unappetizing to think about, but can provide as a good source of needed nutrition."]
[Item.CopalResin]
[Item.CopalResin]:[string, string] = ["copal resin", "Ground-up hardened tree resin. Can be melted with high heat to be used as a reinforcement and binding material."]
[Item.Copal]
[Item.Copal]:[string, string] = ["copal", "Hardened tree resin. Can be melted after grinding to reinforce items."]
[Item.CopperAnvil]
[Item.CopperAnvil]:[string, string] = ["copper anvil", "A heavy shaped slab of copper perched on a wooden base, used in the production of metal weapons, tools, and armor."]
[Item.CopperArrow]
[Item.CopperArrow]:[string, string] = ["copper arrow", "A fletched arrow, made with feathers and a copper arrowhead."]
[Item.CopperArrowhead]
[Item.CopperArrowhead]:[string, string] = ["copper arrowhead", "A sharp pointed arrowhead, formed from copper. Can be used as a carving implement."]
[Item.CopperAxe]
[Item.CopperAxe]:[string, string] = ["copper axe", "The perfect tool for tree chopping and gathering. This copper-bladed implement can also be used in carving and crafts that require a sharp tool."]
[Item.CopperBakingTray]
[Item.CopperBakingTray]:[string, string] = ["copper baking tray", "A thin rimmed baking sheet made from copper, primarily used for baking foods."]
[Item.CopperBoots]
[Item.CopperBoots]:[string, string] = ["copper boots", "Copper boots, work hardened and crafted to fit closely to your feet size."]
[Item.CopperBuckler]
[Item.CopperBuckler]:[string, string] = ["copper buckler", "A rounded copper offhanded armor piece. Copper can be an ideal material for taking a beating with such a design."]
[Item.CopperBullet]
[Item.CopperBullet]:[string, string] = ["copper bullet", "A nearly solid copper bullet. Used as ammunition for slings and other ranged weaponry."]
[Item.CopperChest]
[Item.CopperChest]:[string, string] = ["copper chest", "A roomy copper chest, used for caching items and food storage, reducing spoilage."]
[Item.CopperCuirass]
[Item.CopperCuirass]:[string, string] = ["copper cuirass", "Cold formed in a classic abdominal design, this copper cuirass can protect your torso from damage."]
[Item.CopperDoubleAxe]
[Item.CopperDoubleAxe]:[string, string] = ["copper double axe", "An almost lumbering and unwieldy copper weapon and tool."]
[Item.CopperGauntlets]
[Item.CopperGauntlets]:[string, string] = ["copper gauntlets", "Complex and intricate, but still fairly durable. These copper hand armor pieces are used to block damage to your extremities."]
[Item.CopperGreaves]:[string, string] = ["copper greaves", "Sturdy copper leggings that can be tied around your legs, shielding them from damage."]
[Item.CopperHammer]
[Item.CopperHammer]:[string, string] = ["copper hammer", "Although copper tends to be quite malleable, this copper hammer will do the trick in most cases for repair and other crafts."]
[Item.CopperHelmet]
[Item.CopperHelmet]:[string, string] = ["copper helmet", "A piece of copper head armor, designed with ancient sensibilities."]
[Item.CopperHoe]
[Item.CopperHoe]:[string, string] = ["copper hoe", "A gardening tool used to till ground. This tool is cold worked from copper."]
[Item.CopperIngot]
[Item.CopperIngot]:[string, string] = ["copper ingot", "A dense, formed brick of copper. Slag and other impurities have been removed, making it useful for forging into tools, weapons, and armor."]
[Item.CopperKnife]
[Item.CopperKnife]:[string, string] = ["copper knife", "A flattened and sharpened copper blade, affixed to a smooth handle, carved and fitted for each finger and thumb."]
[Item.CopperLockpick]
[Item.CopperLockpick]:[string, string] = ["copper lockpick", "A small and precise device used for picking locks, made with refined copper ore."]
[Item.CopperMortarAndPestle]
[Item.CopperMortarAndPestle]:[string, string] = ["copper mortar and pestle", "Used as a grinding and crushing tool. This mortar and pestle is sharped and work hardened from solid copper."]
[Item.CopperOre]
[Item.CopperOre]:[string, string] = ["copper ore", "Raw copper ore with a tinge of oxidation. Can be smelted into ingot form with a cast."]
[Item.CopperPickaxe]
[Item.CopperPickaxe]:[string, string] = ["copper pickaxe", "A copper pick tool, primarily used for gathering rocks and stones; however, copper may not the best choice for such a tool."]
[Item.CopperRefinementTools]
[Item.CopperRefinementTools]:[string, string] = ["copper refinement tools", "A set of delicate copper tools used for shaving material out of an item, decreasing its weight at the cost of durability."]
[Item.CopperShovel]
[Item.CopperShovel]:[string, string] = ["copper shovel", "A copper digging tool, used for lifting soils or resource gathering."]
[Item.CopperSpear]
[Item.CopperSpear]:[string, string] = ["copper spear", "A long piercing weapon with a copper spearhead."]
[Item.CopperSword]
[Item.CopperSword]:[string, string] = ["copper sword", "A sharp and work hardened copper blade, designed for close quarter combat."]
[Item.CopperTongs]
[Item.CopperTongs]:[string, string] = ["copper tongs", "Tongs crafted from copper, used to grasp hot objects, protecting your hands and fingers."]
[Item.CordedSling]
[Item.CordedSling]:[string, string] = ["corded sling", "Several pieces of string, wrapped and bound with a slot made for a projectile. Used to swing ammunition, increasing throwing range."]
[Item.Cork]
[Item.Cork]:[string, string] = ["cork", "A small cork plug. Crafted from rubbery tree bark; it can be used to contain liquids in bottles and other containers."]
[Item.CornEar]
[Item.CornEar]:[string, string] = ["corn ear", "An ear of corn, wrapped in its husk; ready to be shucked and cooked, or eaten raw."]
[Item.CornSeeds]
[Item.CornSeeds]:[string, string] = ["corn seeds", "Dried and aged corn kernels, used for planting and growing corn stalks."]
[Item.CottonBedroll]
[Item.CottonBedroll]:[string, string] = ["cotton bedroll", "A soft and downy sleeping mattress, rolled up for ease of carrying. Can be used to sleep or rest very comfortably."]
[Item.CottonFabric]
[Item.CottonFabric]:[string, string] = ["cotton fabric", "A soft piece of cloth spun from cotton."]
[Item.CottonSeeds]
[Item.CottonSeeds]:[string, string] = ["cotton seeds", "De-fluffed and cleaned off cotton seeds, ready to plant."]
[Item.Cotton]
[Item.Cotton]:[string, string] = ["cotton", "A downy bundle of opened cotton seeds, the ideal solution for spinning thread and making fabrics."]
[Item.CreatureIdol]
[Item.CreatureIdol]:[string, string] = ["creature idol", "A mass of animal organs, crudely shaped into some kind of figure. It smells awful and emits an odd humming noise, and appears to attract creatures."]
[Item.Crowberries]
[Item.Crowberries]:[string, string] = ["crowberries", "Purplish-black berries taken from the small shrubbery of a crowberry plant. They are acidic, bitter and possibly toxic, but could be more palatable cooked."]
[Item.CrowberrySeeds]
[Item.CrowberrySeeds]:[string, string] = ["crowberry seeds", "Tiny red-brown seeds taken from a batch of crowberry drupes."]
[Item.CucumberSeeds]
[Item.CucumberSeeds]:[string, string] = ["cucumber seeds", "Seeds taken from inside the fruit of a cucumber."]
[Item.Cucumber]
[Item.Cucumber]:[string, string] = ["cucumber", "A cucumiform gourd fruit, grown from a creeping vine. Full of nutrients and packed with water content."]
[Item.CypressCone]
[Item.CypressCone]:[string, string] = ["cypress cone", "A rounded cone from a cypress tree, containing seeds."]
[Item.CypressLeaves]
[Item.CypressLeaves]:[string, string] = ["cypress leaves", "Flat bladed foliage from a cypress tree. Can be used for tinder or compost when dried out."]
[Item.CypressSeeds]
[Item.CypressSeeds]:[string, string] = ["cypress seeds", "Sharp to the touch, these seeds can be used for growing cypress trees."]
[Item.DeadAberrantScorpion]
[Item.DeadAberrantScorpion]:[string, string] = ["dead aberrant scorpion", "The body of a large aberrant scorpion. It can be cooked over low heat to provide a more palatable eating experience."]
[Item.DeadScorpion]
[Item.DeadScorpion]:[string, string] = ["dead scorpion", "A dispatched scorpion, ready to be skewered and cooked for the brave indifferent eater."]
[Item.Deadfall]
[Item.Deadfall]:[string, string] = ["deadfall", "A large, flat rock, propped up with a stick. Once set, anything that triggers it will be crushed or injured from the falling rock."]
[Item.DeathKnightAxe]
[Item.DeathKnightAxe]:[string, string] = ["death knight axe", "A uniquely forged axe with a gnarled design; the signature of a powerful death knight. The entire weapon is casted, making it very heavy, but powerful."]
[Item.Dough]
[Item.Dough]:[string, string] = ["dough", "A simple kneaded dough consisting of wheat flour and water. The consistency leaves a lot to be desired for baked goods, but it may suffice for some recipes."]
[Item.DrawnMap]
[Item.DrawnMap]:[string, string] = ["drawn map", "A paper sheet, scrawled with geographical landmarks and features. Used to approximate a location when read."]
[Item.Earthworm]
[Item.Earthworm]:[string, string] = ["earthworm", "A live wriggling worm, effective for bait or eating on its own."]
[Item.Ectoplasm]
[Item.Ectoplasm]:[string, string] = ["ectoplasm", "A ghostly, weightless fluff of misty goo, strangely self-contained and quickly evaporating."]
[Item.ExplosiveTrap]
[Item.ExplosiveTrap]:[string, string] = ["explosive trap", "A mound of leaves used to conceal a volatile explosive powder. Stepping on it will trigger a small explosion."]
[Item.FeatherBedroll]
[Item.FeatherBedroll]:[string, string] = ["feather bedroll", "A bedroll made with soft feathers and wrapped in fabric. Used for resting and sleeping in comfort."]
[Item.Feather]
[Item.Feather]:[string, string] = ["feather", "Some bright white plumage from an avian creature."]
[Item.FertileSoil]
[Item.FertileSoil]:[string, string] = ["fertile soil", "A rich and nutrient-dense soil, suitable for setting down to attempt to grow plants in for maximum fertility."]
[Item.Fertilizer]
[Item.Fertilizer]:[string, string] = ["fertilizer", "A rich mixture of organic chemical compounds, suitable for combining with soil to create fertile soil."]
[Item.FireBladder]
[Item.FireBladder]:[string, string] = ["fire bladder", "An oddly shaped organ from a fire-breathing creature. Hot to the touch; it appears to contain a deadly chemical reaction inside."]
[Item.FirePlough]
[Item.FirePlough]:[string, string] = ["fire plough", "A fire making device which uses a stick and groove method to create heat through friction."]
[Item.FishingNet]
[Item.FishingNet]:[string, string] = ["fishing net", "A checkered weave of string with weights on each corner, used to trap and catch fish."]
[Item.FishingRod]
[Item.FishingRod]:[string, string] = ["fishing rod", "A flexible, smooth wooden rod with a string line and sharpened hook. Used for fly fishing."]
[Item.FlintlockPistol]
[Item.FlintlockPistol]:[string, string] = ["flintlock pistol", "A long range, high damage pistol. Requires black powder and bullets to fire."]
[Item.Flour]
[Item.Flour]:[string, string] = ["flour", "Wheat ground down into a white powdery form. Used in the process of making dough."]
[Item.FlyAmanita]
[Item.FlyAmanita]:[string, string] = ["fly amanita", "An odd looking, and even odder smelling red spotted mushroom."]
[Item.Fossil]
[Item.Fossil]:[string, string] = ["fossil", "A carbonized fossil of a species long since extinct."]
[Item.FrozenFlesh]
[Item.FrozenFlesh]:[string, string] = ["frozen flesh", "A piece of what appears to be rotten flesh, luckily frozen to be disposed of before thawing out."]
[Item.FurBoots]
[Item.FurBoots]:[string, string] = ["fur boots", "A set of boots designed for colder climates, made from animal pelts with extra fur added for protection and comfort."]
[Item.FurCoat]
[Item.FurCoat]:[string, string] = ["fur coat", "A balmy chest garment crafted from the furry hide of an animal."]
[Item.FurMittens]
[Item.FurMittens]:[string, string] = ["fur mittens", "A pair of fur mittens with one compartment for your fingers, and another one for your thumb for increased warmth."]
[Item.Giblets]
[Item.Giblets]:[string, string] = ["giblets", "A batch of cooked animal organs. Considerably repugnant, but nutritious and filling."]
[Item.GildedRedBook]
[Item.GildedRedBook]:[string, string] = ["gilded red book", "An old, fancy looking book with a red cover, gilded with golden trim."]
[Item.GlassBottleOfDesalinatedWater]
[Item.GlassBottleOfDesalinatedWater]:[string, string] = ["glass bottle of desalinated water", "A bottle filled with clear seawater that has been processed to remove the salt content."]
[Item.GlassBottleOfGoatMilk]
[Item.GlassBottleOfGoatMilk]:[string, string] = ["glass bottle of goat milk", "A bottled batch of goat milk, filled to the top of this glass bottle."]
[Item.GlassBottleOfMedicinalWater]
[Item.GlassBottleOfMedicinalWater]:[string, string] = ["glass bottle of medicinal water", "A bottled concoction of herbs and nutrients. Used to cure thirst, poisons, and other ailments."]
[Item.GlassBottleOfPurifiedFreshWater]
[Item.GlassBottleOfPurifiedFreshWater]:[string, string] = ["glass bottle of purified fresh water", "Potable, and safe to hydrate yourself with. The water has been purified reducing any toxins and unsafe bacteria."]
[Item.GlassBottleOfSeawater]
[Item.GlassBottleOfSeawater]:[string, string] = ["glass bottle of seawater", "Filled to the top with seawater. While seawater is technically drinkable, it will not reduce your thirst."]
[Item.GlassBottleOfUnpurifiedFreshWater]
[Item.GlassBottleOfUnpurifiedFreshWater]:[string, string] = ["glass bottle of unpurified fresh water", "A bottle containing water that is likely unfit to drink. It will quench your thirst, but may have negative side-effects until it's purified."]
[Item.GlassBottle]
[Item.GlassBottle]:[string, string] = ["glass bottle", "A transparent vessel with a cork for containment. Used for collecting water."]
[Item.GoldCoins]
[Item.GoldCoins]:[string, string] = ["gold coins", "Shiny, coins casted from pure gold, from a lost civilization unknown to you."]
[Item.GoldSword]
[Item.GoldSword]:[string, string] = ["gold sword", "An ornate, but soft sword, forged from solid gold. Not suitable for combat due to its softness."]
[Item.GoldenChalice]
[Item.GoldenChalice]:[string, string] = ["golden chalice", "A large, ornate, and resplendent chalice."]
[Item.GoldenKey]
[Item.GoldenKey]:[string, string] = ["golden key", "A large and decorative key, plated in what appears to be gold."]
[Item.GoldenRing]
[Item.GoldenRing]:[string, string] = ["golden ring", "A golden ring, most likely used as a sign of wealth and power."]
[Item.GoldenSextant]
[Item.GoldenSextant]:[string, string] = ["golden sextant", "A metallic brass-coated navigational tool. Used for measuring the horizon and sun to judge distances."]
[Item.GrassSeeds]
[Item.GrassSeeds]:[string, string] = ["grass seeds", "Small dried grass seeds. Can be planted to grow grass."]
[Item.GreenSand]
[Item.GreenSand]:[string, string] = ["green sand", "A form of malleable sand made with clay, used to make molds for metal casting."]
[Item.Grindstone]
[Item.Grindstone]:[string, string] = ["grindstone", "A coarse rock useful for sanding, sharpening, and repairing other items."]
[Item.Guano]
[Item.Guano]:[string, string] = ["guano", "The excrement of a bat, to be used as a great fertilizer due to its high content of nitrogen, phosphate, and potassium."]
[Item.Hammock]
[Item.Hammock]:[string, string] = ["hammock", "A comfortable place to sleep while hung off the ground, although not too sturdy. Crafted by bound string and rope."]
[Item.HandDrill]
[Item.HandDrill]:[string, string] = ["hand drill", "A rudimentary fire making tool which uses a stick and another piece of wood. Both hands are used to twist the stick against wood, making friction to create an ember for the fire."]
[Item.HardenedCoil]
[Item.HardenedCoil]:[string, string] = ["hardened coil", "An extremely heavy metallic coil with a spring-like frame that resonates an odd noise as it moves around in your pack."]
[Item.Hardtack]
[Item.Hardtack]:[string, string] = ["hardtack", "A nonperishable biscuit, baked at high temperatures for long periods of time to remove all moisture from it."]
[Item.HitchingPost]
[Item.HitchingPost]:[string, string] = ["hitching post", "A sturdy wooden structure fastened with a large rope. It can be used to hitch animals and creatures to restrict their movement."]
[Item.HoneyFungus]
[Item.HoneyFungus]:[string, string] = ["honey fungus", "A parasitic fungi, grown from a tree and possibly edible."]
[Item.IceBrick]
[Item.IceBrick]:[string, string] = ["ice brick", "A solid block of ice, chipped and carved away from a glacier or ice wall."]
[Item.IceFlooring]
[Item.IceFlooring]:[string, string] = ["ice flooring", "A slippery interwoven mass of ice blocks. Less than practical one may argue."]
[Item.IceShard]
[Item.IceShard]:[string, string] = ["ice shard", "A quickly melting jagged shard of ice. Can be melted down to liquid form using a container."]
[Item.IceWall]
[Item.IceWall]:[string, string] = ["ice wall", "Constructed from large ice bricks, this towering cold barrier can be built to protect against the elements, although, to a limited degree due to its temperature."]
[Item.Inkstick]
[Item.Inkstick]:[string, string] = ["inkstick", "A hardened brick of ink, used for drawing and painting."]
[Item.IronAnvil]
[Item.IronAnvil]:[string, string] = ["iron anvil", "A sturdy iron anvil. Used in the production of metal armor, weapons, tools, and more."]
[Item.IronArrow]
[Item.IronArrow]:[string, string] = ["iron arrow", "An arrow tipped with a high-quality iron arrowhead. Fletched with feathers to stabilize flight and accuracy."]
[Item.IronArrowhead]
[Item.IronArrowhead]:[string, string] = ["iron arrowhead", "An expertly forged iron arrowhead, used to create arrows. Alternatively, can be used to carve if necessary."]
[Item.IronAxe]
[Item.IronAxe]:[string, string] = ["iron axe", "An iron-forged axe used in wood chopping. Its sharp end can be used for crafting and carving."]
[Item.IronBakingTray]
[Item.IronBakingTray]:[string, string] = ["iron baking tray", "A baking sheet crafted from iron and used for baking. It has raised edges to help retain food and shallow liquids."]
[Item.IronBoots]
[Item.IronBoots]:[string, string] = ["iron boots", "Heavy iron plated boots, shielding your feet from damage."]
[Item.IronBreastplate]
[Item.IronBreastplate]:[string, string] = ["iron breastplate", "Durable, armor worn over the torso. One could take a serious beating while wearing this."]
[Item.IronBullet]
[Item.IronBullet]:[string, string] = ["iron bullet", "A strong, forged iron bullet. Used as sling or firearm ammunition."]
[Item.IronChest]
[Item.IronChest]:[string, string] = ["iron chest", "A large iron chest that is both roomy and sturdy. Foods contained within will decay at a slower rate."]
[Item.IronCuisses]
[Item.IronCuisses]:[string, string] = ["iron cuisses", "Iron leggings; to be strapped on to the thighs and function as leg protection."]
[Item.IronDoubleAxe]
[Item.IronDoubleAxe]:[string, string] = ["iron double axe", "An axe with a forged, double sided head, ideal for both combat and gathering."]
[Item.IronGauntlets]
[Item.IronGauntlets]:[string, string] = ["iron gauntlets", "Iron gloves designed to be protective and durable, while maintaining as much flexibility as possible."]
[Item.IronGorget]
[Item.IronGorget]:[string, string] = ["iron gorget", "A round metal brace worn around the neck and over the shoulders."]
[Item.IronHammer]
[Item.IronHammer]:[string, string] = ["iron hammer", "A strong hammer with an iron head, perfect for shaping and repairing items."]
[Item.IronHeater]
[Item.IronHeater]:[string, string] = ["iron heater", "A large and heavy iron shield, used for blocking projectiles or melee attacks."]
[Item.IronHelmet]
[Item.IronHelmet]:[string, string] = ["iron helmet", "Iron plated headgear designed to withstand heavy blows."]
[Item.IronHoe]
[Item.IronHoe]:[string, string] = ["iron hoe", "A long-handled gardening tool with a blade on the end, forged from iron. Used to till soil for better plant growth."]
[Item.IronIngot]
[Item.IronIngot]:[string, string] = ["iron ingot", "A solid brick of iron, ready to be formed or melted and cast in many ways."]
[Item.IronKnife]
[Item.IronKnife]:[string, string] = ["iron knife", "A razor-sharp iron edge bound to a delicately polished handle. Can be used in many situations including combat, harvesting, carving, and more."]
[Item.IronLockpick]
[Item.IronLockpick]:[string, string] = ["iron lockpick", "A pair of iron picks and wrenches, durable enough to pick the most adept of locks."]
[Item.IronMortarAndPestle]
[Item.IronMortarAndPestle]:[string, string] = ["iron mortar and pestle", "Forged from iron; this device can be used for crushing and grinding other items."]
[Item.IronOre]
[Item.IronOre]:[string, string] = ["iron ore", "Unprocessed, raw iron ore. Can be smelted into ingots using a cast or worked with in a wrought iron form."]
[Item.IronPickaxe]
[Item.IronPickaxe]:[string, string] = ["iron pickaxe", "A robust mining implement, with a blade forged from iron."]
[Item.IronRefinementTools]
[Item.IronRefinementTools]:[string, string] = ["iron refinement tools", "A fine set of iron refinement tools, used for rasping and scraping out material from items to reduce their weight, costing their durability."]
[Item.IronShovel]
[Item.IronShovel]:[string, string] = ["iron shovel", "A heavy iron digging implement, lifting and breaking through even the toughest gravels and soils."]
[Item.IronSpear]
[Item.IronSpear]:[string, string] = ["iron spear", "A polearm with a strong pointed tip forged from iron."]
[Item.IronSword]
[Item.IronSword]:[string, string] = ["iron sword", "A strong, sharp blade designed for thrusting and slashing."]
[Item.IronTongs]
[Item.IronTongs]:[string, string] = ["iron tongs", "Durable iron tongs used to grab hot items, protecting your hands from damage."]
[Item.JoshuaTreeFlowers]
[Item.JoshuaTreeFlowers]:[string, string] = ["joshua tree flowers", "A blossoming batch of flowers gathered from a joshua tree. The flowers are sticky to the touch and smell quite sweet and possibly edible if not a bit bitter."]
[Item.JoshuaTreeFruit]
[Item.JoshuaTreeFruit]:[string, string] = ["joshua tree fruit", "The oval-shaped fruiting body of the joshua tree. It appears to be edible but may be more pleasant cooked."]
[Item.JoshuaTreeLeaves]
[Item.JoshuaTreeLeaves]:[string, string] = ["joshua tree leaves", "A bundle of spiny joshua tree leaves which are almost as unique looking as the joshua tree itself. Suitable for usage as cordage or dried out and used as tinder."]
[Item.JoshuaTreeSeeds]
[Item.JoshuaTreeSeeds]:[string, string] = ["joshua tree seeds", "Large black seeds extracted from a joshua tree fruit."]
[Item.Journal]
[Item.Journal]:[string, string] = ["journal", "A leather-bound soft journal. It appears it has seen a lot of use over time."]
[Item.LargeRock]
[Item.LargeRock]:[string, string] = ["large rock", "A rather large rock, handy for crafting many tools and devices."]
[Item.LavaBeetleHelmet]
[Item.LavaBeetleHelmet]:[string, string] = ["lava beetle helmet", "An extremely hard and fire-resistant helmet, sourced from the carcass of a fallen lava beetle."]
[Item.LeafBedroll]
[Item.LeafBedroll]:[string, string] = ["leaf bedroll", "A provisional bed with poor insulation and scratchy half-dried leaves, used for sleeping or resting."]
[Item.LeatherBelt]
[Item.LeatherBelt]:[string, string] = ["leather belt", "Made from tanned animal hide, cut, wrapped, and stitched together to tie around the waist."]
[Item.LeatherCap]:[string, string] = ["leather cap", "A hat made of leather, double layered for extra sturdiness."]
[Item.LeatherGloves]
[Item.LeatherGloves]:[string, string] = ["leather gloves", "Leather-bound hand protection, crafted from tanned animal hide."]
[Item.LeatherGorget]
[Item.LeatherGorget]:[string, string] = ["leather gorget", "A circlet of leather, bound in two, stitched together and used as neck protection."]
[Item.LeatherHide]
[Item.LeatherHide]:[string, string] = ["leather hide", "A fresh leather hide, stripped from an animal and de-furred."]
[Item.LeatherPants]
[Item.LeatherPants]:[string, string] = ["leather pants", "Basic leather leggings with just enough padding to provide some leg protection."]
[Item.LeatherQuiver]
[Item.LeatherQuiver]:[string, string] = ["leather quiver", "A leather-bound, back-mounted container designed to hold arrows; however, other items will also fit inside as well."]
[Item.LeatherSling]
[Item.LeatherSling]:[string, string] = ["leather sling", "A sling crafted from tanned leather. Designed to hold a projectile to be thrown at an increased velocity."]
[Item.LeatherTunic]
[Item.LeatherTunic]:[string, string] = ["leather tunic", "A leather garment which provides protection for the torso."]
[Item.Leaves]
[Item.Leaves]:[string, string] = ["leaves", "A handful of foliage used as compost, to stoke a fire, or as tinder when dried."]
[Item.Lens]
[Item.Lens]:[string, string] = ["lens", "Glass formed into a partially convex shape. It allows focusing sunlight into a single location, creating enough heat for a fire."]
[Item.LettuceSeeds]
[Item.LettuceSeeds]:[string, string] = ["lettuce seeds", "Seeds taken from lettuce that has turned to seed."]
[Item.Lettuce]
[Item.Lettuce]:[string, string] = ["lettuce", "This leafy green vegetable is rich in vitamins and quite filling when eaten."]
[Item.LimestonePowder]
[Item.LimestonePowder]:[string, string] = ["limestone powder", "A white, mineral-dense powder used in glass tempering and the purifying of metals."]
[Item.Limestone]
[Item.Limestone]:[string, string] = ["limestone", "A mineral-rich rock that can be ground into a powder. Useful for metal and glass production."]
[Item.LitBarkTorch]
[Item.LitBarkTorch]:[string, string] = ["lit bark torch", "Provides light to your surroundings when equipped and can also be used to start other fires."]
[Item.LitPoleTorch]
[Item.LitPoleTorch]:[string, string] = ["lit pole torch", "A wooden pole that has been lit on fire. Not suitable for long journeys in the darkness."]
[Item.LitTallowCandle]
[Item.LitTallowCandle]:[string, string] = ["lit tallow candle", "Burning long and bright, this delicious smelling tallow candle lights your way."]
[Item.LitTallowTorch]
[Item.LitTallowTorch]:[string, string] = ["lit tallow torch", "A bright burning, pleasant smelling torch. Made with a pole and long lasting, rendered animal fat."]
[Item.Lockpick]
[Item.Lockpick]:[string, string] = ["lockpick", "An improvised needle and prong that should be strong enough to pick a lock or two."]
[Item.Log]
[Item.Log]:[string, string] = ["log", "A sturdy piece of wood, useful for construction or as a fuel for a fire."]
[Item.LongBow]
[Item.LongBow]:[string, string] = ["long bow", "Nearly as tall as the average person, this bow is designed for maximum range."]
[Item.Macuahuitl]
[Item.Macuahuitl]:[string, string] = ["macuahuitl", "A wooden club, adorned with razor-sharp fragments of obsidian. Brittle in combat, but deadly and effective in practice."]
[Item.MageRobe]
[Item.MageRobe]:[string, string] = ["mage robe", "An ancient tattered robe, once owned by a spell casting foe."]
[Item.MagicalAspect]
[Item.MagicalAspect]:[string, string] = ["magical aspect", "A magical compound that is warm to the touch and ready to apply on to items, enchanting them with new characteristics."]
[Item.MagicalBinding]
[Item.MagicalBinding]:[string, string] = ["magical binding", "A sturdy magical binding that appears to be suitable to attach to equipment in some form."]
[Item.MagicalEssence]
[Item.MagicalEssence]:[string, string] = ["magical essence", "An odd transparent powder with organic and ethereal materials. This magical matter may be used on items to affix magical properties on to them."]
[Item.MagicalExtract]
[Item.MagicalExtract]:[string, string] = ["magical extract", "A heap of what could only be described as \"darkness\". Cold to the touch and unsettling. Your mind races as a general unease washes over you."]
[Item.MagicalTwine]
[Item.MagicalTwine]:[string, string] = ["magical twine", "A seemingly unbreakable piece of twine; glowing as you hold it. Can be used to enhance other items."]
[Item.MapleSeeds]
[Item.MapleSeeds]:[string, string] = ["maple seeds", "Small, winged seeds that seemingly dance and twirl in the air as they fall from a maple tree."]
[Item.MeltedCopal]
[Item.MeltedCopal]:[string, string] = ["melted copal", "Heated copal resin; used to create a hardened bind when cooled on to another item."]
[Item.MessageInABottle]
[Item.MessageInABottle]:[string, string] = ["message in a bottle", "An old cloudy bottle with an unidentified object contained inside."]
[Item.MilkThistleFlowers]
[Item.MilkThistleFlowers]:[string, string] = ["milk thistle flowers", "The flowering bulbs of a milk thistle plant. Filled with a bitter but nutritious milk."]
[Item.MilkThistleSeeds]
[Item.MilkThistleSeeds]:[string, string] = ["milk thistle seeds", "Small hard seeds, used for growing milk thistle plants."]
[Item.MossCoveredBook]
[Item.MossCoveredBook]:[string, string] = ["moss covered book", "A book that has seen better days. It smells of mold and earth and seems fragile."]
[Item.Niter]
[Item.Niter]:[string, string] = ["niter", "A natural mineral, ground up to be used as a preservative or for other chemical applications."]
[Item.None]
[Item.None]:[string, string] = ["", ""]
[Item.Nopal]
[Item.Nopal]:[string, string] = ["nopal", "A de-spined cactus pad, filled with refreshing liquid and nutrition."]
[Item.ObsidianArrow]
[Item.ObsidianArrow]:[string, string] = ["obsidian arrow", "A fletched arrow using an obsidian arrowhead, delivering substantial piercing potential."]
[Item.ObsidianArrowhead]
[Item.ObsidianArrowhead]:[string, string] = ["obsidian arrowhead", "A brittle, but razor-sharp arrow tip, to be crafted into an arrow with a shaft and fletching."]
[Item.ObsidianAxe]
[Item.ObsidianAxe]:[string, string] = ["obsidian axe", "An axe with an obsidian blade, known for its slashing prowess, but also brittle in practice."]
[Item.ObsidianKnife]
[Item.ObsidianKnife]:[string, string] = ["obsidian knife", "A shard of obsidian fastened into a handle and bound with string. Can be used as a carving tool or in short-range combat."]
[Item.ObsidianShovel]
[Item.ObsidianShovel]:[string, string] = ["obsidian shovel", "A digging tool with a large piece of obsidian attached to the end. Beautiful to look at, but less effective due to the fragility of the obsidian."]
[Item.ObsidianSpear]
[Item.ObsidianSpear]:[string, string] = ["obsidian spear", "An obsidian-tipped polearm used in melee combat or thrown for added range."]
[Item.Obsidian]
[Item.Obsidian]:[string, string] = ["obsidian", "An extremely sharp and hard shard of obsidian, useful for cutting, but very brittle."]
[Item.Offal]
[Item.Offal]:[string, string] = ["offal", "A mound of organs, tissue, and other undesirable portions of an unlucky animal."]
[Item.OldEducationalScroll]
[Item.OldEducationalScroll]:[string, string] = ["{0?{0}:old} educational scroll", "An unfurled scroll with a large amount of text explaining some in-depth knowledge on a specific skill."]
[Item.OldInstructionalScroll]
[Item.OldInstructionalScroll]:[string, string] = ["{0?{0}:old} instructional scroll", "A tattered sheet of paper with some roughly scribbled instructions and diagrams."]
[Item.OrbOfInfluence]
[Item.OrbOfInfluence]:[string, string] = ["orb of influence", "A strange spherical orb that gives off a shimmering radiance on your touch. It appears to hum as you hold it."]
[Item.OrnateBlueBook]
[Item.OrnateBlueBook]:[string, string] = ["ornate blue book", "An expensive looking book with a blue hard cover. The insides and back have heavy wear on inspection."]
[Item.OrnateCape]
[Item.OrnateCape]:[string, string] = ["ornate cape", "A red and gold stitched cape, which drapes the back and fastens at the neck. Worn as a status symbol."]
[Item.OrnateWoodenChest]
[Item.OrnateWoodenChest]:[string, string] = ["ornate wooden chest", "A decorative wooden container gilded with symbols inlaid into the wood."]
[Item.PalmLeaf]
[Item.PalmLeaf]:[string, string] = ["palm leaf", "A large leaf from a palm tree. The strong inner fibers of the leaf are perfect as cordage."]
[Item.PaperMold]
[Item.PaperMold]:[string, string] = ["paper mold", "A mold used for making paper. Contains a screen that holds wet recycled fibers to dry and press into flattened, usable paper."]
[Item.PaperSheet]
[Item.PaperSheet]:[string, string] = ["paper sheet", "A large piece of paper. It appears to contain many recycled fibers. Suitable for drawing on with ink."]
[Item.PeatBandage]
[Item.PeatBandage]:[string, string] = ["peat bandage", "A fabric bandage combined with peat as an effective antiseptic."]
[Item.Peat]
[Item.Peat]:[string, string] = ["peat", "A dried mass of sponge-like plants, great for fire fuel and composting."]
[Item.PeeledCoconut]
[Item.PeeledCoconut]:[string, string] = ["peeled coconut", "The remaining coconut fruit after husking the outer layer. Its innards contain thirst-quenching coconut water and protein-rich meat. You may fashion this into a coconut container with string and cork."]
[Item.Pemmican]
[Item.Pemmican]:[string, string] = ["pemmican", "A ball of dried ground meat. With a long shelf life, this is the ultimate survival food. For the best benefits, prepare it with animal fat."]
[Item.PenguinEgg]
[Item.PenguinEgg]:[string, string] = ["penguin egg", "A rather large egg laid by a penguin. The shape differs slightly from a chicken's egg and feels much denser."]
[Item.PileOfAsh]
[Item.PileOfAsh]:[string, string] = ["pile of ash", "The powdery remains of burned matter."]
[Item.PileOfBeachSand]
[Item.PileOfBeachSand]:[string, string] = ["pile of beach sand", "A large pile of fine beach sand, useful for making glass when refined."]
[Item.PileOfCompost]
[Item.PileOfCompost]:[string, string] = ["pile of compost", "A mix of decaying organic matter, full of chemical nutrients and great for growing plants when combined with other fertilizer components."]
[Item.PileOfDesertSand]
[Item.PileOfDesertSand]:[string, string] = ["pile of desert sand", "A pile of coarse desert sand with an orange hue. Can be refined for use in glass making."]
[Item.PileOfGravel]
[Item.PileOfGravel]:[string, string] = ["pile of gravel", "A large pile of damp stone and sand."]
[Item.PileOfSnow]
[Item.PileOfSnow]:[string, string] = ["pile of snow", "A melting snow pile. Useful to drink in desperate need, but be quick!"]
[Item.PineappleSeeds]
[Item.PineappleSeeds]:[string, string] = ["pineapple seeds", "Small brown seeds that can be planted to grow into pineapple plants."]
[Item.Pineapple]
[Item.Pineapple]:[string, string] = ["pineapple", "A juicy, ripe pineapple, loaded with vitamins and thirst-quenching attributes."]
[Item.PirateHat]
[Item.PirateHat]:[string, string] = ["pirate hat", "A cocked hat, typically worn by seafaring people and more notably, pirate folk known for their distinctive tricorne style."]
[Item.PlantRoots]
[Item.PlantRoots]:[string, string] = ["plant roots", "A tangled mess of roots, with earth still hanging from the tips."]
[Item.PoisonIvyLeaves]
[Item.PoisonIvyLeaves]:[string, string] = ["poison ivy leaves", "Causes irritation to the touch; these leaves of three do not belong on your person."]
[Item.PoisonIvySeeds]
[Item.PoisonIvySeeds]:[string, string] = ["poison ivy seeds", "Bright green, soft seeds, used to plant to grow into poison ivy."]
[Item.PotatoSeeds]
[Item.PotatoSeeds]:[string, string] = ["potato seeds", "An alternative way to grow potatoes without using seed potatoes. These will grow into a potato plant seedling."]
[Item.Potato]
[Item.Potato]:[string, string] = ["potato", "Starchy edible tubers. Not suitable for consumption without cooking due to toxicity."]
[Item.PricklyPearFruit]
[Item.PricklyPearFruit]:[string, string] = ["prickly pear fruit", "The fruiting body of a prickly pear cactus. The insides are extremely red and juicy."]
[Item.PricklyPearSeeds]
[Item.PricklyPearSeeds]:[string, string] = ["prickly pear seeds", "These appear to be prickly pear seeds. Can be planted to grow cacti or eaten."]
[Item.PumpkinSeeds]
[Item.PumpkinSeeds]:[string, string] = ["pumpkin seeds", "Large, flat pumpkin seeds. Can be shelled and eaten or planted as is."]
[Item.Pumpkin]
[Item.Pumpkin]:[string, string] = ["pumpkin", "A heavy orange squash, filled with edible pulp. Contains seeds for growing more."]
[Item.Raft]
[Item.Raft]:[string, string] = ["raft", "A small, simple boat; a quicker alternative to swimming. Effective for traversing large expanses of water."]
[Item.Raspberries]
[Item.Raspberries]:[string, string] = ["raspberries", "Lush, ripe raspberries, plucked from a raspberry bush."]
[Item.RaspberrySeeds]
[Item.RaspberrySeeds]:[string, string] = ["raspberry seeds", "Seeds that will grow into a raspberry bush, given enough time and care."]
[Item.RawAberrantMudskipper]
[Item.RawAberrantMudskipper]:[string, string] = ["raw aberrant mudskipper", "An enormous specimen indeed. This aberrant-sized mudskipper will make for quite the dish once cleaned and cooked."]
[Item.RawBlindfish]
[Item.RawBlindfish]:[string, string] = ["raw blindfish", "An odd-looking fish with no eyes. Very slimy to the touch."]
[Item.RawChicken]
[Item.RawChicken]:[string, string] = ["raw chicken", "A small, plump and de-feathered chicken carcass, ready for cooking."]
[Item.RawChoppedFish]
[Item.RawChoppedFish]:[string, string] = ["raw chopped fish", "A roughly chopped assortment of fish meat and viscera to be used as bait or cooked for consumption in several manners."]
[Item.RawClayBlowpipe]
[Item.RawClayBlowpipe]:[string, string] = ["raw clay blowpipe", "An unfired clay blowpipe used in glassblowing. Unusable until it has been fired."]
[Item.RawClayBrick]
[Item.RawClayBrick]:[string, string] = ["raw clay brick", "A soft piece of raw clay, molded into a rectangle. Ready to be fired inside a kiln."]
[Item.RawClayJug]
[Item.RawClayJug]:[string, string] = ["raw clay jug", "A formed and sculpted jug molded from raw clay. Requires a cork and a kiln to be fired and hardened."]
[Item.RawClayMortarAndPestle]
[Item.RawClayMortarAndPestle]:[string, string] = ["raw clay mortar and pestle", "An unfired mortar and pestle, used as a grinding device when hardened."]
[Item.RawClay]
[Item.RawClay]:[string, string] = ["raw clay", "A soft, formable mud. Suitable for building materials, tool-making, and more."]
[Item.RawCod]
[Item.RawCod]:[string, string] = ["raw cod", "Slimy to the touch, but healthy and delicious to eat. Can be cooked for a better meal."]
[Item.RawFishSteak]
[Item.RawFishSteak]:[string, string] = ["raw fish steak", "A raw piece of fish, cut into a fillet. Good to eat as is, but is tastier cooked."]
[Item.RawMeat]
[Item.RawMeat]:[string, string] = ["raw meat", "A raw, bloody chunk of meat. Cooking is recommended before consumption."]
[Item.RawMudskipper]
[Item.RawMudskipper]:[string, string] = ["raw mudskipper", "The muddy corpse of a mudskipper, ready to clean and cook. It doesn't appear suitable to eat without cooking."]
[Item.RawPenguinMeat]
[Item.RawPenguinMeat]:[string, string] = ["raw penguin meat", "A carved portion of penguin meat. The meat is very oily and comes off as a cross between fish, chicken, and mammalian meat."]
[Item.RawRedSnapper]
[Item.RawRedSnapper]:[string, string] = ["raw red snapper", "A massive red snapper, ready to be cooked or dined on raw in a pinch."]
[Item.RawReptileMeat]
[Item.RawReptileMeat]:[string, string] = ["raw reptile meat", "A grainy piece of edible reptile flesh. Generally, not safe to consume without being cooked due to bacteria."]
[Item.RawTaintedMeat]
[Item.RawTaintedMeat]:[string, string] = ["raw tainted meat", "A piece of bad-smelling meat, possibly diseased or tainted with parasites. Possible to consume, but could be deadly."]
[Item.RawWalleye]
[Item.RawWalleye]:[string, string] = ["raw walleye", "A rather large walleye, ready to gut and cook whole or eat raw when on the run."]
[Item.RefinedSand]
[Item.RefinedSand]:[string, string] = ["refined sand", "A finely ground sand, useful in making glass."]
[Item.Retort]
[Item.Retort]:[string, string] = ["retort", "A glass container which can be heated for desalination, a process used to make seawater drinkable."]
[Item.RollOfRedCarpet]
[Item.RollOfRedCarpet]:[string, string] = ["roll of red carpet", "A rolled-up piece of red carpet, suitable for making a comfortable living space or welcoming important guests."]
[Item.Rope]
[Item.Rope]:[string, string] = ["rope", "A thick, twisted batch of strings, useful for heavy-duty binding."]
[Item.RottenMeat]
[Item.RottenMeat]:[string, string] = ["rotten meat", "Acrid decomposing animal tissue. You would not want to eat this, but can be used in compost."]
[Item.RottingVegetation]
[Item.RottingVegetation]:[string, string] = ["rotting vegetation", "A stinking mash of organic plant matter, now usable as compost. Unless you want to risk eating it."]
[Item.SaguaroCactusChunk]
[Item.SaguaroCactusChunk]:[string, string] = ["saguaro cactus chunk", "A hefty chunk of wet, de-spined cacti. There does appear to be quite a bit of liquid contained in the soft flesh, but it smells odd."]
[Item.SaguaroCactusFruit]
[Item.SaguaroCactusFruit]:[string, string] = ["saguaro cactus fruit", "A fleshy pod gathered from a saguaro cactus. It can be cut open to discover its juicy red innards."]
[Item.SaguaroCactusRibs]
[Item.SaguaroCactusRibs]:[string, string] = ["saguaro cactus ribs", "The dried innards of a fallen saguaro cactus. This gnarled and hardened woody resource is useful for fuel or dismantling for materials."]
[Item.SaguaroCactusSeeds]
[Item.SaguaroCactusSeeds]:[string, string] = ["saguaro cactus seeds", "Oblong black seeds extracted from the fruit of the saguaro cactus."]
[Item.Sail]
[Item.Sail]:[string, string] = ["sail", "A large piece of fabric, woven together to be attached to a mast. Used on a sailboat to propel it along the sea."]
[Item.Sailboat]
[Item.Sailboat]:[string, string] = ["sailboat", "A large one-man boat. Used to traverse large expanses of water and for travel back to civilization."]
[Item.Saltpeter]
[Item.Saltpeter]:[string, string] = ["saltpeter", "A ground mineral, to be used as a natural food preservative. If combined with other minerals, it can be combustible."]
[Item.SandstoneAnvil]
[Item.SandstoneAnvil]:[string, string] = ["sandstone anvil", "An anvil crafted from sandstone, possibly not the best material for such a task due to its brittle form."]
[Item.SandstoneBullet]
[Item.SandstoneBullet]:[string, string] = ["sandstone bullet", "A bullet for use with slings to take a shot at some hapless creature. It is likely to break quickly due to the use of sandstone in its creation."]
[Item.SandstoneCampfire]
[Item.SandstoneCampfire]:[string, string] = ["sandstone campfire", "A grouping of sandstone shaped into a ring to contain a fire."]
[Item.SandstoneFlooring]
[Item.SandstoneFlooring]:[string, string] = ["sandstone flooring", "A group of sandstone bricks, placed in a grid to be used as flooring."]
[Item.SandstoneFurnace]
[Item.SandstoneFurnace]:[string, string] = ["sandstone furnace", "An enclosed structure made of sandstone, which traps in the heat to keep a long-lasting, high-temperature fire."]
[Item.SandstoneHammer]
[Item.SandstoneHammer]:[string, string] = ["sandstone hammer", "A hammer carved out of sandstone. It appears very brittle and will not survive many uses."]
[Item.SandstoneKiln]
[Item.SandstoneKiln]:[string, string] = ["sandstone kiln", "Similar to a furnace, but constructed with sandstone and in a way that allows for proper heat distribution for crafting glass and clay items."]
[Item.SandstoneMortarAndPestle]
[Item.SandstoneMortarAndPestle]:[string, string] = ["sandstone mortar and pestle", "A mortar and pestle carved from sandstone, used to grind up other items."]
[Item.SandstoneSandCastFlask]
[Item.SandstoneSandCastFlask]:[string, string] = ["sandstone sand cast flask", "A mold for casting molten metals, made with a green sand mixture and placed into a carved piece of sandstone."]
[Item.SandstoneWall]
[Item.SandstoneWall]:[string, string] = ["sandstone wall", "A constructed wall built from mined sandstone."]
[Item.SandstoneWaterStill]
[Item.SandstoneWaterStill]:[string, string] = ["sandstone water still", "A hollowed-out piece of sandstone with a lid. It's used to desalinate water by boiling it and then collecting the steam into a separate container."]
[Item.SandstoneWell]
[Item.SandstoneWell]:[string, string] = ["sandstone well", "A round empty enclosure made of sandstone, which can be built and extended deep into the ground to collect water."]
[Item.Sandstone]
[Item.Sandstone]:[string, string] = ["sandstone", "A soft, malleable rock, useful for construction and tool making."]
[Item.ScaleBelt]
[Item.ScaleBelt]:[string, string] = ["scale belt", "A belt formed from braided cords of dried reptile skin used to keep your leggings up and for some moderate waist protection."]
[Item.ScaleBevor]
[Item.ScaleBevor]:[string, string] = ["scale bevor", "A reptile skin fashioned neck and chin guard."]
[Item.ScaleBoots]
[Item.ScaleBoots]:[string, string] = ["scale boots", "Scale-bound boots, sewn together using dried reptile skin."]
[Item.ScaleCap]
[Item.ScaleCap]:[string, string] = ["scale cap", "A stylish winged cap made from scaly reptile skin."]
[Item.ScaleGloves]
[Item.ScaleGloves]:[string, string] = ["scale gloves", "Skillfully crafted scale gloves, used for hand protection when gathering or tending to your campfire."]
[Item.ScaleLeggings]
[Item.ScaleLeggings]:[string, string] = ["scale leggings", "Semi-tight leggings, crafted from dried and stretched reptile skin."]
[Item.ScaleVest]
[Item.ScaleVest]:[string, string] = ["scale vest", "A fire-resistant vest made from sewn scales that can take a good beating."]
[Item.Scales]
[Item.Scales]:[string, string] = ["scales", "Dried and hardened scales from a reptilian creature. Can be used as a rudimentary fabric."]
[Item.ScorpionStinger]
[Item.ScorpionStinger]:[string, string] = ["scorpion stinger", "A dangerous item to be held indeed. This scorpion stinger still contains its venom."]
[Item.Shale]
[Item.Shale]:[string, string] = ["shale", "A brittle but sharp carving implement."]
[Item.SharkFin]
[Item.SharkFin]:[string, string] = ["shark fin", "Not much more than a trophy, this carved dorsal fin remains slippery and rubbery to the touch."]
[Item.SharkTooth]
[Item.SharkTooth]:[string, string] = ["shark tooth", "A large tooth from a shark, serrated along its edges and sharp the touch. Could be used as a rudimentary cutting tool."]
[Item.SharpGlass]
[Item.SharpGlass]:[string, string] = ["sharp glass", "A semi-opaque shard of glass, formed after melting sand down."]
[Item.SharpRock]
[Item.SharpRock]:[string, string] = ["sharp rock", "A sharpened rock, useful for crafting, tool making, and carving when required."]
[Item.SharpenedBone]
[Item.SharpenedBone]:[string, string] = ["sharpened bone", "A sharp bone, useful for carving other objects."]
[Item.SheafOfHay]
[Item.SheafOfHay]:[string, string] = ["sheaf of hay", "Long and almost sharp to the touch. These grass stalks are perfect for string making, animal feed, or tinder when dried."]
[Item.SheetOfGlass]
[Item.SheetOfGlass]:[string, string] = ["sheet of glass", "A cloudy tempered piece of glass. Practical for many optical tools and other simple devices used to harness the sun."]
[Item.ShimmeringFibers]
[Item.ShimmeringFibers]:[string, string] = ["shimmering fibers", "A few strands of fiber of an unknown origin that appear to catch the light at just the right way and dance light across your hands."]
[Item.ShortBow]
[Item.ShortBow]:[string, string] = ["short bow", "A bow designed for powerful shots at close range."]
[Item.ShreddedPaper]
[Item.ShreddedPaper]:[string, string] = ["shredded paper", "Torn pieces paper assembled into a loose pile. Can be turned into a mash and used as pulp or used as tinder in firemaking."]
[Item.Sinew]
[Item.Sinew]:[string, string] = ["sinew", "Strong and flexible animal tissue. Commonly used for making bows or as simple cordage."]
[Item.SkeletalMageWand]
[Item.SkeletalMageWand]:[string, string] = ["skeletal mage wand", "A mysterious, gnarled staff with a twinkling red gemstone attached to the end."]
[Item.Skullcap]
[Item.Skullcap]:[string, string] = ["skullcap", "A hollowed-out animal skull, useful as a provisional helmet."]
[Item.SlimeGelatin]
[Item.SlimeGelatin]:[string, string] = ["slime gelatin", "A lump of slime gelatin which jiggles upon your touch. Can be used to preserve food, or melted down and used as glue."]
[Item.SlimeGlue]
[Item.SlimeGlue]:[string, string] = ["slime glue", "A glue consisting of boiled slime gelatin that can be used to bind and reinforce items."]
[Item.SlitherSucker]
[Item.SlitherSucker]:[string, string] = ["slither sucker", "A living, writhing slither sucker, constricting itself to you, causing pain as it sinks its teeth into you."]
[Item.SmallBag]
[Item.SmallBag]:[string, string] = ["small bag", "A leather pouch used for holding a few items, carried at your waist, reducing encumbrance."]
[Item.SmoothRock]
[Item.SmoothRock]:[string, string] = ["smooth rock", "A round, smoothed rock, useful for many crafts."]
[Item.Snare]
[Item.Snare]:[string, string] = ["snare", "A short pole pushed into the ground with a string attached. Designed to ensnare creatures in its slipknot."]
[Item.SnowBrick]
[Item.SnowBrick]:[string, string] = ["snow brick", "A compressed block of snow. Dense and rigid enough to perhaps build a wall or flooring for a makeshift snow hut."]
[Item.SnowFlooring]
[Item.SnowFlooring]:[string, string] = ["snow flooring", "A flattened and packed tile of snow, presumably used for walking on inside a snow or ice hut."]
[Item.SnowWall]
[Item.SnowWall]:[string, string] = ["snow wall", "An erected wall of compressed bricks of snow to be used to build a snow hut."]
[Item.Snowman]
[Item.Snowman]:[string, string] = ["snowman", "A representation of a human figure created with piles of snow and adorned with unique items for its limbs and facial features."]
[Item.Soil]
[Item.Soil]:[string, string] = ["soil", "A pile of moist dirt. The heavy smell of earth permeates your nostrils when holding it."]
[Item.SolarStill]
[Item.SolarStill]:[string, string] = ["solar still", "A still that collects condensation and filters it into a hole beneath the glass, desalinating the water and draining it into a container."]
[Item.SpiderEggs]
[Item.SpiderEggs]:[string, string] = ["spider eggs", "Soft and squishy to the touch. These small silken eggs contain arachnid life inside."]
[Item.SpiderMeat]
[Item.SpiderMeat]:[string, string] = ["spider meat", "A spider's fleshy innards. It's hard to stomach, even when cooked. Try not to think about what you're eating."]
[Item.SpiderSilk]
[Item.SpiderSilk]:[string, string] = ["spider silk", "A delicate but strong strand of silk, produced by a spider. Can be used as cordage."]
[Item.SpruceCone]
[Item.SpruceCone]:[string, string] = ["spruce cone", "A prickly cone from a spruce tree, filled with seeds contained inside its scales."]
[Item.SpruceNeedles]
[Item.SpruceNeedles]:[string, string] = ["spruce needles", "Dense, needled branches from a spruce tree. Useful for compost or drying out for tinder."]
[Item.SpruceSeeds]
[Item.SpruceSeeds]:[string, string] = ["spruce seeds", "White seeds for growing a spruce tree, ejected from a spruce cone."]
[Item.Spyglass]
[Item.Spyglass]:[string, string] = ["spyglass", "An improvised, short-range telescope, which can be used to see slightly further away in any direction when equipped."]
[Item.StoneAnvil]
[Item.StoneAnvil]:[string, string] = ["stone anvil", "A solid stone anvil. Used in the production of metal armor, weapons, and tools."]
[Item.StoneArrow]
[Item.StoneArrow]:[string, string] = ["stone arrow", "A projectile to be fired from a bow, crafted with an arrowhead and feather to control flight."]
[Item.StoneArrowhead]
[Item.StoneArrowhead]:[string, string] = ["stone arrowhead", "Crafted from stone and to be used in the crafting of arrows. Could also be used as a carving implement."]
[Item.StoneAxe]
[Item.StoneAxe]:[string, string] = ["stone axe", "A simple stone axe used for chopping wood or as a carving implement."]
[Item.StoneBullet]
[Item.StoneBullet]:[string, string] = ["stone bullet", "A basic stone projectile for slings and firearms. Smooth and more or less spherical in shape."]
[Item.StoneCampfire]
[Item.StoneCampfire]:[string, string] = ["stone campfire", "A grouping of rocks shaped into a ring to contain a fire."]
[Item.StoneFurnace]
[Item.StoneFurnace]:[string, string] = ["stone furnace", "An enclosed structure made of stone, which traps in the heat to keep a long-lasting, high-temperature fire."]
[Item.StoneHammer]
[Item.StoneHammer]:[string, string] = ["stone hammer", "A rudimentary stone hammer, braced on the end of a pole with string. Used for gathering and repairing."]
[Item.StoneHoe]
[Item.StoneHoe]:[string, string] = ["stone hoe", "A rudimentary tilling and gardening tool, used to break up soil for more successful growth of plants."]
[Item.StoneKiln]
[Item.StoneKiln]:[string, string] = ["stone kiln", "Similar to a furnace, but constructed with rocks and in a way that allows for proper heat distribution for crafting glass and clay items."]
[Item.StoneKnife]
[Item.StoneKnife]:[string, string] = ["stone knife", "A sharpened piece of stone acting as blade and socketed into a carved handle and wrapped with string for support. Can be used as a weapon, gathering tool or to carve."]
[Item.StoneMortarAndPestle]
[Item.StoneMortarAndPestle]:[string, string] = ["stone mortar and pestle", "Used for grinding and crushing, made from smooth stones."]
[Item.StonePickaxe]
[Item.StonePickaxe]:[string, string] = ["stone pickaxe", "A primitive stone pickaxe used for mining into rock or as a stopgap blunt weapon."]
[Item.StoneSandCastFlask]
[Item.StoneSandCastFlask]:[string, string] = ["stone sand cast flask", "A hollowed out rock with green sand moulding inside. Used for casting metal into any shape."]
[Item.StoneShovel]
[Item.StoneShovel]:[string, string] = ["stone shovel", "A digging tool made of stone, used to collect different materials from the ground or to route water."]
[Item.StoneSpear]
[Item.StoneSpear]:[string, string] = ["stone spear", "A hunting weapon crafted with a stone head, suitable as a throwing weapon."]
[Item.StoneWall]
[Item.StoneWall]:[string, string] = ["stone wall", "A series of interlaced stones and rocks, shaped into a vertical wall structure. Can be built to keep enemies out."]
[Item.StoneWaterStill]
[Item.StoneWaterStill]:[string, string] = ["stone water still", "A hollowed-out rock with a stone lid. It's used to desalinate water by boiling it and then collecting the steam into a separate container."]
[Item.StoneWell]
[Item.StoneWell]:[string, string] = ["stone well", "A stone-built enclosure used to trap and collect groundwater when constructed."]
[Item.Stones]
[Item.Stones]:[string, string] = ["stones", "A mass of small rocks. Can be used for throwing or crafting."]
[Item.StrawHat]
[Item.StrawHat]:[string, string] = ["straw hat", "A hat made from braids of hay, woven together. What it lacks in protection, it makes up for in its sun-blocking properties and style."]
[Item.String]
[Item.String]:[string, string] = ["string", "Woven fabric; the cornerstone of all crafting materials, mainly used for binding."]
[Item.StrippedBark]
[Item.StrippedBark]:[string, string] = ["stripped bark", "A strong, fibrous shaving from a branch, useful as cordage."]
[Item.StrippedLeather]
[Item.StrippedLeather]:[string, string] = ["stripped leather", "Thin strips of cut leather, useful for making strings and rope."]
[Item.SugarCaneSeeds]
[Item.SugarCaneSeeds]:[string, string] = ["sugar cane seeds", "Seeds for planting and growing crops of sugar cane stalks."]
[Item.SugarCaneStalks]
[Item.SugarCaneStalks]:[string, string] = ["sugar cane stalks", "Stout, jointed, fibrous stalks that are rich in the sugar content. They can be quite long and the insides can be chewed on for sustenance."]
[Item.Sundial]
[Item.Sundial]:[string, string] = ["sundial", "A stone timepiece that uses the location of the sun or moon to show the approximate time of day or night."]
[Item.Suture]
[Item.Suture]:[string, string] = ["suture", "A sharp needle tool with an attached thin string, used to sew and close gaping wounds."]
[Item.SwitchgrassSeeds]
[Item.SwitchgrassSeeds]:[string, string] = ["switchgrass seeds", "Long dried grass seeds. Can be planted to grow a longer type of grass."]
[Item.TailFeathers]
[Item.TailFeathers]:[string, string] = ["tail feathers", "A fluffy clump of white feathers, removed from an avian creature's backside."]
[Item.Talc]
[Item.Talc]:[string, string] = ["talc", "A very chalky mineral, only useful in its powder form."]
[Item.TalcumPowder]
[Item.TalcumPowder]:[string, string] = ["talcum powder", "Chalky and abundantly absorbent to the touch. An agent required for casting of advanced metals."]
[Item.TallowCandle]
[Item.TallowCandle]:[string, string] = ["tallow candle", "A molded tallow candle with a string as a wick. A long-lasting source of illumination."]
[Item.TallowTorch]
[Item.TallowTorch]:[string, string] = ["tallow torch", "A torch; wrapped in rendered animal fat, producing a long-lasting light source."]
[Item.Tallow]
[Item.Tallow]:[string, string] = ["tallow", "The rendered form of animal fat; solid when kept cooled. A fatty and greasy substance used in cooking or as fuel."]
[Item.TannedLeather]
[Item.TannedLeather]:[string, string] = ["tanned leather", "A durable, treated piece of leather. Used in crafting armor and other tools."]
[Item.Tannin]
[Item.Tannin]:[string, string] = ["tannin", "A natural treating agent. To be applied on hides to create tanned leather."]
[Item.TatteredMap]
[Item.TatteredMap]:[string, string] = ["{COMPLETED?completed }{INDECIPHERABLE?indecipherable }tattered map", "An old torn map covered with drawings and scribbles, a bit hard to make sense of on first glance."]
[Item.TatteredPants]
[Item.TatteredPants]:[string, string] = ["tattered pants", "Brown colored pants, now reduced to shorts from distress and wear."]
[Item.TatteredShirt]
[Item.TatteredShirt]:[string, string] = ["tattered shirt", "A once fine piece of clothing, now torn and tattered."]
[Item.Tentacles]
[Item.Tentacles]:[string, string] = ["tentacles", "A slimy, wriggling appendage from an unlucky cephalopod. Can be eaten, but with some force due to the rubbery unpleasant texture."]
[Item.TinAnvil]
[Item.TinAnvil]:[string, string] = ["tin anvil", "A large formed metal surface, propped up on some wood. One might think a better idea would be to reverse that order due to the softness of tin."]
[Item.TinArrow]
[Item.TinArrow]:[string, string] = ["tin arrow", "A fletched arrow with a tin arrowhead affixed to the shaft. Ready to strike a creature from afar. The arrowhead will deform on impact."]
[Item.TinArrowhead]
[Item.TinArrowhead]:[string, string] = ["tin arrowhead", "Although this likely won't make a great arrow in the end, it might get the job done if blunt and piercing damage is what you are after."]
[Item.TinAxe]
[Item.TinAxe]:[string, string] = ["tin axe", "A tin axe with a curved edge, used for wood chopping. Not likely to be effective for long or at all in this task due to the softness of tin."]
[Item.TinBakingTray]
[Item.TinBakingTray]:[string, string] = ["tin baking tray", "This large sheet of molded tin can be used to cook food, although some care may be required to make sure it doesn't melt in application."]
[Item.TinBevor]
[Item.TinBevor]:[string, string] = ["tin bevor", "A protective covering for one's neck and chin; crafted from tin."]
[Item.TinBullet]
[Item.TinBullet]:[string, string] = ["tin bullet", "A soft and lightweight ball of tin to be used in slings."]
[Item.TinChausses]
[Item.TinChausses]:[string, string] = ["tin chausses", "A pair of tin leggings to be used as inferior protection or as decoration."]
[Item.TinChest]
[Item.TinChest]:[string, string] = ["tin chest", "A tin chest crafted with an exaggerated boxy design. Suitable for holding all types of materials and items."]
[Item.TinCuirass]
[Item.TinCuirass]:[string, string] = ["tin cuirass", "A front-to-back upper body protective armor piece, crafted from tin."]
[Item.TinDoubleAxe]
[Item.TinDoubleAxe]:[string, string] = ["tin double axe", "A double-ended tin axe; more decorative than combat-ready due to the softness of the metal of choice."]
[Item.TinFootgear]
[Item.TinFootgear]:[string, string] = ["tin footgear", "A pair of tin-crafted shoes. They are lightweight, but probably not the most durable."]
[Item.TinGloves]
[Item.TinGloves]:[string, string] = ["tin gloves", "Delicately crafted tin-forged gloves, used for style and moderate protection. Mostly for style."]
[Item.TinHammer]
[Item.TinHammer]:[string, string] = ["tin hammer", "A tin-forged hammer, used for many crafts or repairing items."]
[Item.TinHelmet]
[Item.TinHelmet]:[string, string] = ["tin helmet", "A uniquely styled helmet made from tin. It becomes low in durability when used for its practical purpose."]
[Item.TinHoe]
[Item.TinHoe]:[string, string] = ["tin hoe", "A tin hoe, to be used for tilling the ground to plant seeds. The tool's head will likely deteriorate quickly."]
[Item.TinIngot]
[Item.TinIngot]:[string, string] = ["tin ingot", "A refined block of tin, ready to be cast or shaped into soft, metal implements."]
[Item.TinKnife]
[Item.TinKnife]:[string, string] = ["tin knife", "A tin forged knife with a fine edge and quality handle. Its edge will quickly blunten in use."]
[Item.TinLockpick]
[Item.TinLockpick]:[string, string] = ["tin lockpick", "A soft metal lockpicking tool with seemingly very fragile prongs. A delicate touch may be required."]
[Item.TinMortarAndPestle]
[Item.TinMortarAndPestle]:[string, string] = ["tin mortar and pestle", "Used for mixing and grinding materials, this tin device feels much lighter than it looks."]
[Item.TinOre]
[Item.TinOre]:[string, string] = ["tin ore", "A small fragment of tin ore, mixed with other elemental impurities."]
[Item.TinPickaxe]
[Item.TinPickaxe]:[string, string] = ["tin pickaxe", "A pickaxe made from a pole and tin head. The softness of tin leaves a lot to be desired for such a tool."]
[Item.TinRefinementTools]
[Item.TinRefinementTools]:[string, string] = ["tin refinement tools", "Delicate tin-based tools, used to refine and reduce the weight of other crafted items."]
[Item.TinShield]
[Item.TinShield]:[string, string] = ["tin shield", "A uniquely designed tin shield, seemingly forged from a large slab of tin. The design might be the only thing going for it due to the deformation properties of tin."]
[Item.TinShovel]
[Item.TinShovel]:[string, string] = ["tin shovel", "A shovel that would likely deform easily when used in practice due to the use of tin as the metal of choice in this craft."]
[Item.TinSpear]
[Item.TinSpear]:[string, string] = ["tin spear", "A spear with a point crafted from tin. Upon any impact, you expect this to blunten instantly."]
[Item.TinSword]
[Item.TinSword]:[string, string] = ["tin sword", "A quickly deforming and bluntening tin sword, ready to be used in combat. \"Ready\" may be a stretch."]
[Item.TinTongs]
[Item.TinTongs]:[string, string] = ["tin tongs", "One would think these tongs might be more decorative than practical given that the melting temperature of tin is so low."]
[Item.TomatoSeeds]
[Item.TomatoSeeds]:[string, string] = ["tomato seeds", "Seeds from a tomato, ready for planting and germination to grow into tomato plants."]
[Item.Tomato]
[Item.Tomato]:[string, string] = ["tomato", "Red, plump and juicy, this savory fruit can be eaten raw for replenishment of hunger as well as some thirst."]
[Item.Tourniquet]
[Item.Tourniquet]:[string, string] = ["tourniquet", "A hard stud twisted together with a string. Used to twist around a bleeding wound to stem the flow of blood."]
[Item.TreeBark]
[Item.TreeBark]:[string, string] = ["tree bark", "A tough, dense chunk of bark, broken off from a tree. Can be used for kindling or stripping into cordage."]
[Item.TumbleweedSeeds]
[Item.TumbleweedSeeds]:[string, string] = ["tumbleweed seeds", "Small and slightly thorny, these seeds are used to plant and grow tumbleweeds, as if you ever wanted to grow weeds."]
[Item.Twigs]
[Item.Twigs]:[string, string] = ["twigs", "A small pile of sticks and tree limbs. Mostly used for kindling."]
[Item.VenomGland]
[Item.VenomGland]:[string, string] = ["venom gland", "The venom producing gland of a snake, still filled with some immobilizing venom."]
[Item.VineWhip]
[Item.VineWhip]:[string, string] = ["vine whip", "A makeshift weapon made simply with vines wrapped together."]
[Item.WaterskinOfDesalinatedWater]
[Item.WaterskinOfDesalinatedWater]:[string, string] = ["waterskin of desalinated water", "A waterskin full of freshly desalinated seawater."]
[Item.WaterskinOfGoatMilk]
[Item.WaterskinOfGoatMilk]:[string, string] = ["waterskin of goat milk", "A filled leather waterskin containing the raw milk from a goat."]
[Item.WaterskinOfMedicinalWater]
[Item.WaterskinOfMedicinalWater]:[string, string] = ["waterskin of medicinal water", "A soothing mixture of plants and roots. Used to heal poisons and illnesses."]
[Item.WaterskinOfPurifiedFreshWater]
[Item.WaterskinOfPurifiedFreshWater]:[string, string] = ["waterskin of purified fresh water", "A full waterskin of fresh, safe-to-drink water."]
[Item.WaterskinOfSeawater]
[Item.WaterskinOfSeawater]:[string, string] = ["waterskin of seawater", "A waterskin full of seawater, not suitable for drinking without desalination."]
[Item.WaterskinOfUnpurifiedFreshWater]
[Item.WaterskinOfUnpurifiedFreshWater]:[string, string] = ["waterskin of unpurified fresh water", "Unpurified and possibly hazardous water. It is recommended you purify the water before drinking."]
[Item.Waterskin]
[Item.Waterskin]:[string, string] = ["waterskin", "A portable water container, made from stitched leather."]
[Item.Wheat]
[Item.Wheat]:[string, string] = ["wheat", "The hulled spikelets from wheat grass, containing the raw grains."]
[Item.WhitePineCone]
[Item.WhitePineCone]:[string, string] = ["white pine cone", "A sap-covered pine cone, dropped or gathered from a white pine tree. It appears to still contain the seeds within."]
[Item.WhitePineNeedles]
[Item.WhitePineNeedles]:[string, string] = ["white pine needles", "Distinctively long pine needles from a white pine tree, emitting a pleasant aroma as you hold them."]
[Item.WhitePineSeeds]
[Item.WhitePineSeeds]:[string, string] = ["white pine seeds", "Seeds harvested from a white pine cone for planting or eating."]
[Item.Winterberries]
[Item.Winterberries]:[string, string] = ["winterberries", "A twig of bright red winterberries. They look like the type of berry that would be consumed by birds, but may be harmful to humans."]
[Item.WinterberrySeeds]
[Item.WinterberrySeeds]:[string, string] = ["winterberry seeds", "A handful of seeds, presumably used to plant and grow more winterberries, a holly plant that can grow in colder climates."]
[Item.WispDust]
[Item.WispDust]:[string, string] = ["wisp dust", "A magical glowing pile of dust, extracted from a wisp. It inexplicably feels weightless, yet burdensome in your hands."]
[Item.WoodenArrow]
[Item.WoodenArrow]:[string, string] = ["wooden arrow", "A provisional wooden projectile to be fired from a bow. Crafted with a feather to control flight."]
[Item.WoodenChest]
[Item.WoodenChest]:[string, string] = ["wooden chest", "A large wooden container that can fit many items while placed on the ground. Foods will decay slower within it."]
[Item.WoodenDoor]
[Item.WoodenDoor]:[string, string] = ["wooden door", "A door crafted from long wooden planks with large wooden hinges. Can be opened and closed when built."]
[Item.WoodenDowels]
[Item.WoodenDowels]:[string, string] = ["wooden dowels", "A gathering of small wooden pegs. Used as hinges in woodworking or as kindling in firemaking."]
[Item.WoodenFence]
[Item.WoodenFence]:[string, string] = ["wooden fence", "A section of wooden fencing, constructed from two logs and held together with horizontal beams."]
[Item.WoodenFlooring]
[Item.WoodenFlooring]:[string, string] = ["wooden flooring", "Wooden floor boards; planed to equal height and length."]
[Item.WoodenGate]
[Item.WoodenGate]:[string, string] = ["wooden gate", "A gate crafted from long wooden planks with small wooden hinges. Can be opened and closed when built."]
[Item.WoodenMortarAndPestle]
[Item.WoodenMortarAndPestle]:[string, string] = ["wooden mortar and pestle", "Carved from wood; this makeshift device can be used for crushing up items."]
[Item.WoodenPole]
[Item.WoodenPole]:[string, string] = ["wooden pole", "A long piece of wood, carved and shaved down into a smooth rod from a branch or log."]
[Item.WoodenSandCastFlask]
[Item.WoodenSandCastFlask]:[string, string] = ["wooden sand cast flask", "A mold for casting metal into any shape, made with green sand and placed into a carved-out log."]
[Item.WoodenShavings]
[Item.WoodenShavings]:[string, string] = ["wooden shavings", "A dry bunch of wooden shavings, used to ignite kindling when starting a fire."]
[Item.WoodenShield]
[Item.WoodenShield]:[string, string] = ["wooden shield", "A sturdy wooden shield, quite effective at blocking blunt attacks. The handles on the back are fashioned out of wood and string."]
[Item.WoodenSpear]
[Item.WoodenSpear]:[string, string] = ["wooden spear", "A makeshift, easy to craft hunting weapon. Makes for an ideal ranged weapon."]
[Item.WoodenSword]
[Item.WoodenSword]:[string, string] = ["wooden sword", "A sturdy blunt sword, crafted from wood with a sharp piercing point. Most useful for sparring practice."]
[Item.WoodenTongs]
[Item.WoodenTongs]:[string, string] = ["wooden tongs", "A pair of simple wood tongs, used to pick up hot objects without injury."]
[Item.WoodenWall]
[Item.WoodenWall]:[string, string] = ["wooden wall", "A sturdy set of bound logs, forming a protective wall that can be placed."]
[Item.WormMeat]
[Item.WormMeat]:[string, string] = ["worm meat", "Essentially a mash of worm innards, almost ground up into a paste. Definitely not the most appetizing, but can be cooked for better flavor."]
[Item.WovenFabric]
[Item.WovenFabric]:[string, string] = ["woven fabric", "A makeshift piece of fibrous tissue, woven together into fabric."]
[Item.WroughtIronAnvil]
[Item.WroughtIronAnvil]:[string, string] = ["wrought iron anvil", "An anvil made from wrought iron with a wooden base. Useful for metalworking."]
[Item.WroughtIronArrow]
[Item.WroughtIronArrow]:[string, string] = ["wrought iron arrow", "An arrow with a wrought iron arrowhead. The shaft of the arrow is long and is fletched with feathers."]
[Item.WroughtIronArrowhead]
[Item.WroughtIronArrowhead]:[string, string] = ["wrought iron arrowhead", "Forged with wrought iron, this arrowhead is used to craft an arrow. In dire need, it could also be used for carving."]
[Item.WroughtIronAxe]
[Item.WroughtIronAxe]:[string, string] = ["wrought iron axe", "An axe forged out of wrought iron, primarily used for lumberjacking and carving."]
[Item.WroughtIronBakingTray]
[Item.WroughtIronBakingTray]:[string, string] = ["wrought iron baking tray", "A rigid sheet pan crafted from flattened wrought iron."]
[Item.WroughtIronBoots]
[Item.WroughtIronBoots]:[string, string] = ["wrought iron boots", "Wrought iron footwear. Heavy and made specifically for protecting feet and lower legs."]
[Item.WroughtIronBreastplate]
[Item.WroughtIronBreastplate]:[string, string] = ["wrought iron breastplate", "A large wrought iron chest plate, worn over the torso."]
[Item.WroughtIronBullet]
[Item.WroughtIronBullet]:[string, string] = ["wrought iron bullet", "A small ball of wrought iron, used as ammunition for slingshots or firearms."]
[Item.WroughtIronChest]
[Item.WroughtIronChest]:[string, string] = ["wrought iron chest", "A spacious container built from wrought iron that can store many items. Foods will spoil slower inside of it."]
[Item.WroughtIronCuisses]
[Item.WroughtIronCuisses]:[string, string] = ["wrought iron cuisses", "Wrought iron leggings, strapped and padded around the thighs to reduce most damage."]
[Item.WroughtIronDoubleAxe]
[Item.WroughtIronDoubleAxe]:[string, string] = ["wrought iron double axe", "A dual-bladed axe which can provide enough slashing damage for both combat and gathering."]
[Item.WroughtIronGauntlets]
[Item.WroughtIronGauntlets]:[string, string] = ["wrought iron gauntlets", "Intricate and sturdy, these wrought iron gloves fit snugly on your hands."]
[Item.WroughtIronGorget]
[Item.WroughtIronGorget]:[string, string] = ["wrought iron gorget", "A molded piece of metal, used to protect the area around the neck and shoulders."]
[Item.WroughtIronHammer]
[Item.WroughtIronHammer]:[string, string] = ["wrought iron hammer", "A large mallet crafted from wrought iron. Useful for repairing and sometimes gathering."]
[Item.WroughtIronHelmet]
[Item.WroughtIronHelmet]:[string, string] = ["wrought iron helmet", "Using a barbute design, this iron helmet shields the head from most kinds of attacks."]
[Item.WroughtIronHoe]
[Item.WroughtIronHoe]:[string, string] = ["wrought iron hoe", "A long pole with a wrought iron metal blade attached to the end. Used to till the ground for planting seeds."]
[Item.WroughtIronKnife]
[Item.WroughtIronKnife]:[string, string] = ["wrought iron knife", "A pointed knife crafted from wrought iron; ideal in usage for carving and crafting."]
[Item.WroughtIronLockpick]
[Item.WroughtIronLockpick]:[string, string] = ["wrought iron lockpick", "A set of picks and wrenches made from wrought iron, used for picking and unlocking locked devices."]
[Item.WroughtIronMortarAndPestle]
[Item.WroughtIronMortarAndPestle]:[string, string] = ["wrought iron mortar and pestle", "Used for pulverizing items, forged from wrought iron."]
[Item.WroughtIronPickaxe]
[Item.WroughtIronPickaxe]:[string, string] = ["wrought iron pickaxe", "A dual-headed mining implement. One head is heavy and blunt, the other, spiked to cut through rock with ease."]
[Item.WroughtIronRefinementTools]
[Item.WroughtIronRefinementTools]:[string, string] = ["wrought iron refinement tools", "Used for gouging out material from items, reducing their weight and durability. Forged and crafted from wrought iron."]
[Item.WroughtIronShield]
[Item.WroughtIronShield]:[string, string] = ["wrought iron shield", "A sturdy wrought iron shield, made by bending large sheets of metal into shape."]
[Item.WroughtIronShovel]
[Item.WroughtIronShovel]:[string, string] = ["wrought iron shovel", "A shovel with an angled, pointed head, useful for digging and water routing."]
[Item.WroughtIronSpear]
[Item.WroughtIronSpear]:[string, string] = ["wrought iron spear", "A polearm with pointed head, crafted from wrought iron. Used in melee or thrown in combat."]
[Item.WroughtIronSword]
[Item.WroughtIronSword]:[string, string] = ["wrought iron sword", "A long, sharpened blade fitted into a solid hilt and forged from wrought iron. A good, strong weapon."]
[Item.WroughtIronTongs]
[Item.WroughtIronTongs]:[string, string] = ["wrought iron tongs", "A pair of tongs, forged from wrought iron. Used to lift hot objects without injury."]
[Item.WroughtIron]
[Item.WroughtIron]:[string, string] = ["wrought iron", "A heavily oxidized and unpurified form of iron, used in the forging of brittle tools, weapons, and armor."]
Const joinServerRetryReasons
joinServerRetryReasons:object
[JoinServerRetryReason.Timeout]
[JoinServerRetryReason.Timeout]:string = "Timed out while trying to connect to the server."
[JoinServerRetryReason.UnableToConnectToDedicatedMatchmakingServer]:string = `Unable to connect to the dedicated server. The server owner should make sure they are forwarding port ${defaultServerPort}.\n\nView the {(https://www.waywardgame.com/multiplayer):multiplayer page} for more information.`
[JoinServerRetryReason.UnableToConnectToGlobalMatchmakingServer]:string = "Unable to connect to the global matchmaking server."
[JoinServerRetryReason.UnableToJoinSteamLobby]
[JoinServerRetryReason.UnableToJoinSteamLobby]:string = "Unable to join the Steam lobby. Please check your internet connection and ensure Steam is connected."
[JoinServerRetryReason.WebRTCTimeout]
[JoinServerRetryReason.WebRTCTimeout]:string = `WebRTC timed out.\nThis could be caused by various networking issues. The server owner could try forwarding port ${defaultServerPort} to solve this issue.\n\nView the {(https://www.waywardgame.com/multiplayer): multiplayer page} for more information.`
[MagicalPropertyType.Attack]:[string, string] = ["power", "Appears to hit harder than you would expect."]
[MagicalPropertyType.ContainerWeight]
[MagicalPropertyType.ContainerWeight]:[string, string] = ["storing", "The weight of items placed inside inexplicably lose weight."]
[MagicalPropertyType.Defense]
[MagicalPropertyType.Defense]:[string, string] = ["guarding", "Envelopes you in a protective aura."]
[MagicalPropertyType.Illumination]
[MagicalPropertyType.Illumination]:[string, string] = ["illumination", "Much brighter than normal; surprisingly so."]
[MagicalPropertyType.Insulation]
[MagicalPropertyType.Insulation]:[string, string] = ["insulation", "As if reaching from this world into another, a clearer separation exists between this object and the outside."]
[MagicalPropertyType.ItemDamage]
[MagicalPropertyType.ItemDamage]:[string, string] = ["endurance", "Seems especially strong and tough, likely able to take a lot of abuse."]
[MagicalPropertyType.ItemWeight]
[MagicalPropertyType.ItemWeight]:[string, string] = ["featherweight", "The same amount of material, but lighter weight. Curious."]
[MagicalPropertyType.MaxDecay]
[MagicalPropertyType.MaxDecay]:[string, string] = ["hoarding", "An incredibly persistent item with a particularly long shelf life."]
[MagicalPropertyType.MaxWeight]
[MagicalPropertyType.MaxWeight]:[string, string] = ["lightening", "You feel more nimble as you hold this, increasing your carrying capacity."]
[MagicalPropertyType.Offering]
[MagicalPropertyType.Offering]:[string, string] = ["offering", "Creatures that like this item won't be able to resist your unspoken armistice."]
[MagicalPropertyType.PreservationRate]
[MagicalPropertyType.PreservationRate]:[string, string] = ["preservation", "A unique material coats this, preserving its contents to an abnormal amount."]
[MagicalPropertyType.Range]
[MagicalPropertyType.Range]:[string, string] = ["range", "Limber and robust, able to propel objects further than normal."]
[MagicalPropertyType.Reputation]
[MagicalPropertyType.Reputation]:[string, string] = [`{1=${Stat.Benignity}?benevolence:malevolence}`, "An odd hum resonates through the item and into you upon touch."]
[MagicalPropertyType.Skill]
[MagicalPropertyType.Skill]:[string, string] = ["{0}", "Seems to increase your expertise in {0}."]
[MagicalPropertyType.Stat]
[MagicalPropertyType.Stat]:[string, string] = ["{0}", "Seems to increase your {0}."]
[MagicalPropertyType.StokeValue]
[MagicalPropertyType.StokeValue]:[string, string] = ["stoking", "Incredibly combustible and strangely already hot to the touch."]
[MagicalPropertyType.ThrowingBonus]
[MagicalPropertyType.ThrowingBonus]:[string, string] = ["hurling", "A rather unexpected, but excellent item to throw."]
[MagicalPropertyType.TrapDamage]
[MagicalPropertyType.TrapDamage]:[string, string] = ["trapping", "Appears to cause more damage than an ordinarily built trap."]
[Message.ActionCraftEfficacy]:string = " with {0} efficacy{1}"
[Message.ActionCraftYouLackTheRequirements]
[Message.ActionCraftYouLackTheRequirements]:string = "You lack the requirements for this craft."
[Message.ActionCraft]
[Message.ActionCraft]:string = "Craft"
[Message.ActionDetachContainerDetachContainer]
[Message.ActionDetachContainerDetachContainer]:string = "You detached {0} from {1}"
[Message.ActionDisassembleNoItemsSalvaged]
[Message.ActionDisassembleNoItemsSalvaged]:string = "You were not able to salvage any items by disassembling {0}."
[Message.ActionDisassembleSalvaged]
[Message.ActionDisassembleSalvaged]:string = "You salvaged {0} by disassembling {1}."
[Message.ActionDismantleSeparated]
[Message.ActionDismantleSeparated]:string = "You separated {0} by dismantling {1}."
[Message.ActionEnhanceEnhanced]
[Message.ActionEnhanceEnhanced]:string = "You enhanced {0}, increasing its quality!"
[Message.ActionEnhanceFailed]
[Message.ActionEnhanceFailed]:string = "You failed to enhance {0}!"
[Message.ActionEnhanceNotPossible]
[Message.ActionEnhanceNotPossible]:string = "This item cannot be enhanced further."
[Message.ActionEnhance]
[Message.ActionEnhance]:string = "enhance"
[Message.ActionFishingNothingBiting]
[Message.ActionFishingNothingBiting]:string = "Nothing seems to be biting here."
[Message.ActionFishingSlipped]
[Message.ActionFishingSlipped]:string = "You felt something slip away from your line."
[Message.ActionFishingTooShallow]
[Message.ActionFishingTooShallow]:string = "This location appears to be to be too shallow to catch anything."
[Message.ActionMeleeHasToBeEquipped]
[Message.ActionMeleeHasToBeEquipped]:string = "{0} has to be equipped to attack with it."
[Message.ActionMeleeNothingToAttack]
[Message.ActionMeleeNothingToAttack]:string = "There is nothing to attack here."
[Message.ActionNavigateMoon]
[Message.ActionNavigateMoon]:string = "moon"
[Message.ActionNavigateNotOverworld]
[Message.ActionNavigateNotOverworld]:string = "The sextant requires you to be able to see the sun or moon to find your coordinates."
[Message.ActionNavigateSun]
[Message.ActionNavigateSun]:string = "sun"
[Message.ActionNavigateUseSextant]
[Message.ActionNavigateUseSextant]:string = "You gaze into the sextant, lining up the horizon and {0}. You measure your coordinates to be {1} and {2}, over an area of {3} and {4}."
[Message.ActionPetCreatureRefused]
[Message.ActionPetCreatureRefused]:string = "You attempt to pet {0}, but it refuses your caress."
[Message.ActionRefineNoDurability]
[Message.ActionRefineNoDurability]:string = "{0} cannot be refined with no durability."
[Message.ActionSailToCivilizationNotInsideBoat]
[Message.ActionSailToCivilizationNotInsideBoat]:string = "You must be in the sailboat to sail to civilization."
[Message.ActionTestDepthNothingToTest]
[Message.ActionTestDepthNothingToTest]:string = "There is nothing to test here."
[Message.ActionTestDepthWell]
[Message.ActionTestDepthWell]:string = "The well appears to have {0} {1}. {2?It contains {#WORDS:{2}} {NOUN({2}):container} worth.}"
[Message.ActionUpgradeFailed]
[Message.ActionUpgradeFailed]:string = "You failed to upgrade {0}!"
[Message.ActionUpgradeNotMagical]
[Message.ActionUpgradeNotMagical]:string = "This item is not magical and cannot be upgraded."
[Message.ActionUpgradeNotPossible]
[Message.ActionUpgradeNotPossible]:string = "This item cannot be upgraded further."
[Message.ActionUpgradeUpgraded]
[Message.ActionUpgradeUpgraded]:string = "You upgrade {0}. Its magical value has improved!"
[Message.ActionUpgrade]
[Message.ActionUpgrade]:string = "upgrade"
[Message.ActionUseItemWeaponNeeded]
[Message.ActionUseItemWeaponNeeded]:string = "You need a weapon equipped that can fire this projectile!"
[Message.ActionWith]
[Message.ActionWith]:string = "{0} with {1}"
[Message.AddToQuickslot]
[Message.AddToQuickslot]:string = "Add to Quickslot"
[Message.AddedFuelToFire]
[Message.AddedFuelToFire]:string = "You added the fuel to the fire! The fire grows stronger."
[Message.AddedFuelToTorch]
[Message.AddedFuelToTorch]:string = "You added the fuel to the torch."
[Message.AllEquipmentUnEquipped]
[Message.AllEquipmentUnEquipped]:string = "All equipment has been unequipped."
[Message.AlreadyDesalinatedWaterInStill]
[Message.AlreadyDesalinatedWaterInStill]:string = "There is already desalinated water in this still!"
[Message.AlreadyFullyRefined]
[Message.AlreadyFullyRefined]:string = "{0} is already fully refined."
[Message.AlreadyFullyRepaired]
[Message.AlreadyFullyRepaired]:string = "{0} is already fully repaired."
[Message.AlreadyPreserved]
[Message.AlreadyPreserved]:string = "{0} is already well preserved."
[Message.BleedingToDeathLostHealth]:string = "You are bleeding to death! You have lost {0} health!"
[Message.BookBlank]
[Message.BookBlank]:string = "The rest of the book was blank."
[Message.BookContains]
[Message.BookContains]:string = "Upon opening the {0}, {1} {2} fell from it. {3}"
[Message.BookCrumbles]
[Message.BookCrumbles]:string = "Upon opening the {0}, it strangely crumbles to dust and small pieces."
[Message.BookDiagrams]
[Message.BookDiagrams]:string = "The rest of the book contained strange diagrams."
[Message.BookEmpty]
[Message.BookEmpty]:string = "You open the {0} to reveal that it is completely empty."
[Message.BookNothing]
[Message.BookNothing]:string = "The {0} contained nothing of note."
[Message.BookOpen]
[Message.BookOpen]:string = "You open the {0}, "{1}"."
[Message.BookScribbles]
[Message.BookScribbles]:string = "The rest of the book contained incomprehensible scribbles and notes."
[Message.BothEffectiveIneffective]
[Message.BothEffectiveIneffective]:string = "both effective and ineffective"
[Message.BothHands]
[Message.BothHands]:string = "hands"
[Message.BrokeIntoPieces]
[Message.BrokeIntoPieces]:string = "{0} could no longer be repaired and broke into pieces."
[Message.BrokenOnImpact]
[Message.BrokenOnImpact]:string = "{0} has broken on impact at a range of {2?{#--COLOR-MAGICAL:{1}}:{1}}, costing {2?{#--COLOR-MAGICAL:{3}}:{3}} stamina!"
[Message.BrokenWhileFiring]
[Message.BrokenWhileFiring]:string = "{0} has broken while firing at a range of {2?{#--COLOR-MAGICAL:{1}}:{1}}!"
[Message.Build]
[Message.Build]:string = "build"
[Message.Burned]
[Message.Burned]:string = "burned"
[Message.CannotAddAnyMoreFuel]
[Message.CannotAddAnyMoreFuel]:string = "You cannot add any more fuel to {0}."
[Message.CannotBePerformedOverWater]
[Message.CannotBePerformedOverWater]:string = "This action cannot be performed over water."
[Message.CannotBePreserved]
[Message.CannotBePreserved]:string = "{0} cannot be preserved."
[Message.CannotBeRefinedReinforcementNeeded]
[Message.CannotBeRefinedReinforcementNeeded]:string = "{0} cannot be refined with so little durability and must be reinforced first."
[Message.CannotBeRefined]
[Message.CannotBeRefined]:string = "{0} cannot be refined."
[Message.CannotBeReinforced]
[Message.CannotBeReinforced]:string = "{0} cannot be reinforced."
[Message.CannotBeRepaired]
[Message.CannotBeRepaired]:string = "{0} cannot be repaired."
[Message.CannotBeTamedInThisWay]
[Message.CannotBeTamedInThisWay]:string = "{0} cannot be tamed in this way."
[Message.CannotBeTamed]
[Message.CannotBeTamed]:string = "{0} cannot be tamed."
[Message.MoveAllOfSameQualityToLastOpenedContainer]:string = "Move All of Same Quality to Last Opened Container"
[Message.MoveAllOfSameQualityToOpenedContainer]
[Message.MoveAllOfSameQualityToOpenedContainer]:string = "Move All of Same Quality to Opened Container"
[Message.MoveAllToFacingContainer]
[Message.MoveAllToFacingContainer]:string = "Move All to Facing Container"
[Message.MoveAllToInventory]
[Message.MoveAllToInventory]:string = "Move All to Inventory"
[Message.MoveAllToLastOpenedContainer]
[Message.MoveAllToLastOpenedContainer]:string = "Move All to Last Opened Container"
[Message.MoveAllToOpenedContainer]
[Message.MoveAllToOpenedContainer]:string = "Move All to Opened Container"
[Message.MoveOverTrapButDoNotSetOff]
[Message.MoveOverTrapButDoNotSetOff]:string = "You move over the trap, but do not set it off."
[Message.MoveToFacingContainer]
[Message.MoveToFacingContainer]:string = "Move to Facing Container"
[Message.MoveToInventory]
[Message.MoveToInventory]:string = "Move to Inventory"
[Message.MoveToLastOpenedContainer]
[Message.MoveToLastOpenedContainer]:string = "Move to Last Opened Container"
[Message.MoveToOpenedContainer]
[Message.MoveToOpenedContainer]:string = "Move to Opened Container"
[Message.MovedItem]
[Message.MovedItem]:string = "You moved {0} into {1}."
[Message.MultiplayerAlreadyVoting]
[Message.MultiplayerAlreadyVoting]:string = "A vote is already in progress. Please wait until that vote is completed."
[Message.MultiplayerCannotStartAnotherVote]
[Message.MultiplayerCannotStartAnotherVote]:string = "You cannot start another vote yet. Please try again in {0} seconds."
[Message.MultiplayerGamePaused]
[Message.MultiplayerGamePaused]:string = "The game has been paused."
[Message.MultiplayerGameResumed]
[Message.MultiplayerGameResumed]:string = "The game has been resumed."
[Message.MultiplayerPlayerConnected]
[Message.MultiplayerPlayerConnected]:string = "{0} is connecting."
[Message.MultiplayerPlayerDied]
[Message.MultiplayerPlayerDied]:string = "{0} died {1}!"
[Message.MultiplayerPlayerDisconnected]
[Message.MultiplayerPlayerDisconnected]:string = "{0} has disconnected."
[Message.MultiplayerPlayerJoined]
[Message.MultiplayerPlayerJoined]:string = "{0} has joined."
[Message.MultiplayerTravelVoteFailed]
[Message.MultiplayerTravelVoteFailed]:string = "{0}'s vote to travel to another island failed."
[Message.MultiplayerTravelVotePlayersTooFar]
[Message.MultiplayerTravelVotePlayersTooFar]:string = "All players must be close to you in order to travel to another island."
[Message.MustBeEquippedToIgnite]
[Message.MustBeEquippedToIgnite]:string = "{0} must be equipped to ignite it."
[Message.Mysteriously]
[Message.Mysteriously]:string = "mysteriously"
[Message.NPCStartingDialog1]
[Message.NPCStartingDialog1]:string = "Well, hello there! It is nice to see another face around these parts. Let us see if we can exchange goods and help each other out."
[Message.NPCStartingDialog2]
[Message.NPCStartingDialog2]:string = "Good day! Our odds of survival might be better if we can trade some items with each other."
[Message.NPCStartingDialog3]
[Message.NPCStartingDialog3]:string = "Wow! You startled me! I never expected to find another lost soul out here. Do you wish to trade items?"
[Message.NPCStartingDialog4]
[Message.NPCStartingDialog4]:string = "Hello there! I noticed you from afar. I have been trying to keep my distance as I was unware of your intentions. Would you like to trade items, or were my suspicions correct?"
[Message.NPCWelcomeCredit]
[Message.NPCWelcomeCredit]:string = "Welcome back! Ready to use some of that credit?"
[Message.NPCWelcome]
[Message.NPCWelcome]:string = "Welcome back!"
[Message.Name]
[Message.Name]:string = "Name"
[Message.NearlyBurnedEquipmentProtectedYou]
[Message.NearlyBurnedEquipmentProtectedYou]:string = "You were nearly burned, but your equipment protected you."
[Message.NeedFreeHandToShoot]
[Message.NeedFreeHandToShoot]:string = "You need a free hand to fire {0}!"
[Message.NeedToEquipToShoot]
[Message.NeedToEquipToShoot]:string = "You need to equip {0} to fire from it!"
[Message.NeedToStartTravelsOutside]
[Message.NeedToStartTravelsOutside]:string = "You need to start your travels outside."
[Message.NeedWaterForBoat]
[Message.NeedWaterForBoat]:string = "You need to be facing or in water to use {0}."
[Message.Negatively]
[Message.Negatively]:string = "negatively"
[Message.NightQuarter1]
[Message.NightQuarter1]:string = "It is currently in the first quarter of the night."
[Message.NightQuarter2]
[Message.NightQuarter2]:string = "It is currently in the second quarter of the night."
[Message.NightQuarter3]
[Message.NightQuarter3]:string = "It is currently in the third quarter of the night."
[Message.NightQuarter4]
[Message.NightQuarter4]:string = "It is currently in the fourth quarter of the night."
[Message.NoAmmunitionForThatWeapon]
[Message.NoAmmunitionForThatWeapon]:string = "You do not have any ammunition for {0} in your inventory!"
[Message.NoFireToStokeWith]
[Message.NoFireToStokeWith]:string = "There is no fire to stoke with {0} here!"
[Message.NoFishAtLocation]
[Message.NoFishAtLocation]:string = "There are no fish or resources at this location!"
[Message.NoGroundWater]
[Message.NoGroundWater]:string = "The well is constructed in a location that does not contain any groundwater."
[Message.NoInkToDrawMap]
[Message.NoInkToDrawMap]:string = "You do not have any ink to draw a map with!"
[Message.NoKindlingOrFuelItemsToStartFire]
[Message.NoKindlingOrFuelItemsToStartFire]:string = "You do not have any kindling or fuel to start the fire with."
[Message.NoKindlingToStartFire]
[Message.NoKindlingToStartFire]:string = "You do not have any kindling to start the fire."
[Message.NoLongerFeelPainOfBeingBurned]
[Message.NoLongerFeelPainOfBeingBurned]:string = "You no longer feel the pain of being burned!"
[Message.NoLongerFeelPainOfBeingFrostbitten]
[Message.NoLongerFeelPainOfBeingFrostbitten]:string = "You no longer feel the sharp, cold pain of being frostbitten!"
[Message.NoLongerHostile]
[Message.NoLongerHostile]:string = "{0} is no longer hostile towards you."
[Message.NoMoreRoomInContainer]
[Message.NoMoreRoomInContainer]:string = "There is no more room in this container for {0}."
[Message.NoPaperToDrawMap]
[Message.NoPaperToDrawMap]:string = "You do not have any paper to draw a map on!"
[Message.NoRequiredItemToFireWeapon]
[Message.NoRequiredItemToFireWeapon]:string = "You do not have any {0} to fire {1}."
[Message.NoReturnWithoutCompletingChallenges]
[Message.NoReturnWithoutCompletingChallenges]:string = "An unknown force prevents you from leaving without completing your challenges."
[Message.NoRoomForImprovement]
[Message.NoRoomForImprovement]:string = "{0} has no room for improvement!"
[Message.NoRoomToDrop]
[Message.NoRoomToDrop]:string = "There is no room to drop {0} here!"
[Message.NoTinderToStartFire]
[Message.NoTinderToStartFire]:string = "You do not have any tinder to start the fire."
[Message.NoWaterInStill]
[Message.NoWaterInStill]:string = "There is no water in this still."
[Message.NotEnoughPurifiedWaterYet]:string = "There is not enough purified water available in the still yet."
[Message.NotEnoughTreasureToReturn]
[Message.NotEnoughTreasureToReturn]:string = "An unknown force prevents you from leaving without all the pieces of treasure."
[Message.NotFacingCreatureToOfferThisTo]
[Message.NotFacingCreatureToOfferThisTo]:string = "You are not facing a creature to offer this to."
[Message.NotFacingLockedObject]
[Message.NotFacingLockedObject]:string = "You are not facing a locked object."
[Message.NotFacingOtherToHeal]
[Message.NotFacingOtherToHeal]:string = "You are not facing anything that can be healed."
[Message.NotFacingValidItem]
[Message.NotFacingValidItem]:string = "You are not facing a valid item to {0}."
[Message.NotSuitableToPlant]
[Message.NotSuitableToPlant]:string = "{0} are not suitable to plant in {1}."
[Message.NothingHereToCarve]
[Message.NothingHereToCarve]:string = "There is nothing here to carve!"
[Message.NothingHereToFill]
[Message.NothingHereToFill]:string = "There is nothing here to fill {0}."
[Message.NothingHereToGrasp]
[Message.NothingHereToGrasp]:string = "There is nothing here to grasp!"
[Message.NothingToGetFromThis]
[Message.NothingToGetFromThis]:string = "There is nothing to {0} from {1}!"
[Message.NothingToHarvestFromThisGather]
[Message.NothingToHarvestFromThisGather]:string = "There is nothing to harvest from {0}; however, you can gather from it."
[Message.NothingToSmother]
[Message.NothingToSmother]:string = "There is nothing to smother here!"
[Message.NothingUsefulToHarvestYet]
[Message.NothingUsefulToHarvestYet]:string = "There is nothing useful to harvest from {0} yet!"
[Message.NumberEight]
[Message.NumberEight]:string = "eight"
[Message.NumberFive]
[Message.NumberFive]:string = "five"
[Message.NumberFour]
[Message.NumberFour]:string = "four"
[Message.NumberNine]
[Message.NumberNine]:string = "nine"
[Message.NumberOne]
[Message.NumberOne]:string = "one"
[Message.NumberSeven]
[Message.NumberSeven]:string = "seven"
[Message.NumberSix]
[Message.NumberSix]:string = "six"
[Message.NumberTen]
[Message.NumberTen]:string = "ten"
[Message.NumberThree]
[Message.NumberThree]:string = "three"
[Message.NumberTwo]
[Message.NumberTwo]:string = "two"
[Message.ObjectIsLockedAttemptToBreakIt]
[Message.ObjectIsLockedAttemptToBreakIt]:string = "The object is locked, you attempt to break it open."
[Message.ObjectIsLocked]
[Message.ObjectIsLocked]:string = "The object is locked."
[Message.OfferAberrantFailButTamed]
[Message.OfferAberrantFailButTamed]:string = "{0} took your offering, but failed to gain any favor with its owner."
[Message.OfferAberrantFail]
[Message.OfferAberrantFail]:string = "{0} took your offering, but failed to accept you as its owner."
[Message.Offer]
[Message.Offer]:string = "Offer"
[Message.OpenDoor]
[Message.OpenDoor]:string = "Open Door"
[Message.OverEatingLostStamina]
[Message.OverEatingLostStamina]:string = "You are over-eating! You have lost {0} stamina."
[Message.OverHydratingLostStamina]
[Message.OverHydratingLostStamina]:string = "You are over-hydrating! You have lost {0} stamina."
[Message.Pack]
[Message.Pack]:string = "pack"
[Message.PaperTurnedToMush]
[Message.PaperTurnedToMush]:string = "The wet piece of paper turned to mush as it was released from the bottle."
[Message.ParryTheBlow]
[Message.ParryTheBlow]:string = "You parry the blow, mitigating {0} damage."
[Message.PartiallyDecodedMap]
[Message.PartiallyDecodedMap]:string = "You partially decoded the map."
[Message.PenultimateAnd]
[Message.PenultimateAnd]:string = "and"
[Message.PetCreature]
[Message.PetCreature]:string = "You pet {0}. It appears to enjoy your caress."
[Message.Pet]
[Message.Pet]:string = "Pet"
[Message.PickAway]
[Message.PickAway]:string = "pick away"
[Message.PickupAllItems]
[Message.PickupAllItems]:string = "Pick-up All Items"
[Message.PickupItem]
[Message.PickupItem]:string = "Pick-up Item"
[Message.Place]
[Message.Place]:string = "place"
[Message.PlacedOnGround]
[Message.PlacedOnGround]:string = "You placed {0} on the ground!"
[Message.PlantCouldBeHarvested]
[Message.PlantCouldBeHarvested]:string = "{0} is {#--TEXT-COLOR:ready to be harvested} for its seeds, but its main resource must be gathered, destroying the plant."
[Message.PlantGatheringWillDestroy]
[Message.PlantGatheringWillDestroy]:string = "Gathering resources from {0} will destroy it."
[Message.PlantHasResourcesToGather]
[Message.PlantHasResourcesToGather]:string = "{0} has some resources left to gather."
[Message.PlantHasResourcesToHarvest]
[Message.PlantHasResourcesToHarvest]:string = "{0} has some resources left to harvest."
[Message.PlantHighlyFertile]
[Message.PlantHighlyFertile]:string = "{0} is highly fertile and may spread in its vicinity."
[Message.PlantIsBare]
[Message.PlantIsBare]:string = "{0} is {#--TEXT-COLOR:{1}}."
[Message.PlantIsFertile]
[Message.PlantIsFertile]:string = "{0} is fertile and may spread in its vicinity."
[Message.PlantIsInStage]
[Message.PlantIsInStage]:string = "{0} is in its {#--TEXT-COLOR:{1}} stage of growth."
[Message.PlantIsNotFertile]
[Message.PlantIsNotFertile]:string = "{0} is not fertile and will not spread."
[Message.PlantNotReadyToHarvest]
[Message.PlantNotReadyToHarvest]:string = "{0} does {#--TEXT-COLOR:not yet have resources} to harvest."
[Message.PlantReadyToGatherNotMaximal]
[Message.PlantReadyToGatherNotMaximal]:string = "{0} could be gathered from but will {#--TEXT-COLOR:not yet provide the maximal yield}."
[Message.PlantReadyToGather]
[Message.PlantReadyToGather]:string = "{0} is {#--TEXT-COLOR:ready to gather}."
[Message.PlantReadyToHarvestNotMaximal]
[Message.PlantReadyToHarvestNotMaximal]:string = "{0} could be harvested but will {#--TEXT-COLOR:not yet provide the maximal yield}."
[Message.PlantReadyToHarvest]
[Message.PlantReadyToHarvest]:string = "{0} is {#--TEXT-COLOR:ready to harvest}."
[Message.Plant]
[Message.Plant]:string = "plant"
[Message.PlantedInGround]
[Message.PlantedInGround]:string = "You planted {0} in the ground."
[Message.Planting]
[Message.Planting]:string = "planting"
[Message.PlayerHasCompletedChallengeRequirement]
[Message.PlayerHasCompletedChallengeRequirement]:string = "{0?{0} has:You have} completed the requirement "{1}". Only {#WORDS:{2}} {PLURAL({2})requirement} left!"
[Message.PlayerHasWonChallenge]
[Message.PlayerHasWonChallenge]:string = "The challenge has been won by {0}. Better luck next time!"
[Message.Player]
[Message.Player]:string = "player"
[Message.PoisonWorkedItsCourse]
[Message.PoisonWorkedItsCourse]:string = "The poison has worked its course!"
[Message.PoisonedLostHealth]
[Message.PoisonedLostHealth]:string = "You are poisoned! You have lost {0} health!"
[Message.Poisoned]
[Message.Poisoned]:string = "poisoned"
[Message.Positively]
[Message.Positively]:string = "positively"
[Message.PourHarmedPlant]
[Message.PourHarmedPlant]:string = "Pouring out {0} on {1} has harmed it."
[Message.RevealsNumberOfResistancesAndVulnerabilities]:string = "{0} that {1} is {#--TEXT-COLOR:resistant to {2?{2}:no} damage types} and is {#--TEXT-COLOR:vulnerable to {3?{3}:no} damage types}."
[Message.RevealsResistancesAndVulnerabilities]
[Message.RevealsResistancesAndVulnerabilities]:string = "{0} that {1} {#--TEXT-COLOR:resists {2?{2}:no} damage} and is {#--TEXT-COLOR:vulnerable towards {3?{3}:no} damage}."
[Message.RevealsSomeResistancesAndVulnerabilities]:string = "{0} that {1} has {#--TEXT-COLOR:{2?some:no} resistances} and {#--TEXT-COLOR:{3?some:no} vulnerabilties}."
[Message.Reveals]
[Message.Reveals]:string = "{0} reveals"
[Message.Reverse]
[Message.Reverse]:string = " reverse"
[Message.RightHand]
[Message.RightHand]:string = "right hand"
[Message.ScrollMaster]
[Message.ScrollMaster]:string = "You are truly a master of all {0}."
[Message.ScrollProvidedNoUsefulInsight]
[Message.ScrollProvidedNoUsefulInsight]:string = "The scroll provided no useful insight for you."
[Message.Seawater]
[Message.Seawater]:string = "seawater"
[Message.SeemsToHaveDrawnEnergy]
[Message.SeemsToHaveDrawnEnergy]:string = "{0} seems to have drawn energy from {1}!"
[Message.SetTrapOffButNoDamage]
[Message.SetTrapOffButNoDamage]:string = "You set the trap off, but it does no damage to you."
[Message.SetUp]
[Message.SetUp]:string = "You have set up {0}."
[Message.ShadowInTheWater]
[Message.ShadowInTheWater]:string = "You see a shadow in the water."
[Message.SkillHasRaised]
[Message.SkillHasRaised]:string = "Your skill in {0} has raised to {1}%!"
[Message.Skill]
[Message.Skill]:string = "Skill"
[Message.Skills]
[Message.Skills]:string = "skills"
[Message.Sleep]
[Message.Sleep]:string = "sleep"
[Message.Sleeping]
[Message.Sleeping]:string = "Sleeping"
[Message.Slept]
[Message.Slept]:string = "slept"
[Message.SlitherSuckerConstricts]
[Message.SlitherSuckerConstricts]:string = "{0} constricts and moves on your head, causing its teeth to pierce you as it writhes."
[Message.SlitherSuckerJumpedOnHead]
[Message.SlitherSuckerJumpedOnHead]:string = "{0} jumps on top of you, suctioning and constricting itself on top of your head."
[Message.SomethingInTheWayOfCarveFirst]
[Message.SomethingInTheWayOfCarveFirst]:string = "There is something in the way of your {0}. This must be carved."
[Message.SomethingInTheWayOfFire]
[Message.SomethingInTheWayOfFire]:string = "There is something in the way of stoking the fire!"
[Message.SomethingInTheWayOfFishing]
[Message.SomethingInTheWayOfFishing]:string = "There is something in the way. You cannot fish past that!"
[Message.SomethingInTheWayOfPerforming]
[Message.SomethingInTheWayOfPerforming]:string = "There is something in the way of performing this action."
[Message.SomethingInTheWayOfPlacing]
[Message.SomethingInTheWayOfPlacing]:string = "There is something in the way of placing {0}."
[Message.SomethingInTheWayOfPlanting]
[Message.SomethingInTheWayOfPlanting]:string = "There is something in the way of planting {0} here!"
[Message.SomethingInTheWayOf]
[Message.SomethingInTheWayOf]:string = "There is something in the way of your {0}!"
[Message.SomethingInWayOfClosingDoor]
[Message.SomethingInWayOfClosingDoor]:string = "There is something in the way of closing that door!"
[Message.SoothedTheirBurnInjuries]
[Message.SoothedTheirBurnInjuries]:string = "You have soothed their burn injuries!"
[Message.SoothedYourBurnInjuries]
[Message.SoothedYourBurnInjuries]:string = "You have soothed your burn injuries!"
[Message.Sort]
[Message.Sort]:string = "Sort"
[Message.SortedByBestCraftingConsumables]
[Message.SortedByBestCraftingConsumables]:string = "{0}{1} sorted by best crafting consumables."
[Message.SortedByBestCraftingRequirements]
[Message.SortedByBestCraftingRequirements]:string = "{0}{1} sorted by best crafting requirements."
[Message.SortedByCategory]
[Message.SortedByCategory]:string = "{0}{1} sorted by category."
[Message.SortedByDecay]
[Message.SortedByDecay]:string = "{0}{1} sorted by decay."
[Message.SortedByDurability]
[Message.SortedByDurability]:string = "{0}{1} sorted by durability."
[Message.SortedByGroup]
[Message.SortedByGroup]:string = "{0}{1} sorted by group."
[Message.SortedByMagical]
[Message.SortedByMagical]:string = "{0}{1} sorted by magical properties."
[Message.SortedByName]
[Message.SortedByName]:string = "{0}{1} sorted by name."
[Message.SortedByQuality]
[Message.SortedByQuality]:string = "{0}{1} sorted by quality."
[Message.SortedByRecent]
[Message.SortedByRecent]:string = "{0}{1} sorted by recent."
[Message.SortedBySkill]
[Message.SortedBySkill]:string = "{0}{1} sorted by skill."
[Message.SortedByUnlockedTime]
[Message.SortedByUnlockedTime]:string = "{0}{1} sorted by discovered time."
[Message.SortedByWeight]
[Message.SortedByWeight]:string = "{0}{1} sorted by weight."
[Message.SortedByWorth]
[Message.SortedByWorth]:string = "{0}{1} sorted by worth."
[Message.StaminaIsFull]:string = "Your stamina is full, you do not need to rest anymore."
[Message.StartTravelInWater]
[Message.StartTravelInWater]:string = "You need to start your travels while in ocean water."
[Message.StartedFire]
[Message.StartedFire]:string = "You have started a fire!"
[Message.StarvingToDeath]
[Message.StarvingToDeath]:string = "You are starving to death!{0? You have lost {0} health!}"
[Message.SteppingOn]
[Message.SteppingOn]:string = "Stepping on"
[Message.StillHasNoWaterToPurify]
[Message.StillHasNoWaterToPurify]:string = "This still has no water to purify!"
[Message.StirredUpClawWorm]
[Message.StirredUpClawWorm]:string = "{0} stirred up a claw worm from underground!"
[Message.StirredUpCreature]
[Message.StirredUpCreature]:string = "You stirred up a creature from the depths!"
[Message.StopUsingBoat]
[Message.StopUsingBoat]:string = "You stop using {0}."
[Message.StoppedYourBleeding]
[Message.StoppedYourBleeding]:string = "You have stopped your bleeding!"
[Message.StrengthIncreasing]
[Message.StrengthIncreasing]:string = "You felt your strength increasing!"
[Message.Strength]
[Message.Strength]:string = "Strength"
[Message.SummonVoidDwellerItem]
[Message.SummonVoidDwellerItem]:string = "{0} seems to have attracted something from out of the void."
[Message.SummonVoidDwellerRinging]
[Message.SummonVoidDwellerRinging]:string = "You hear a faint ringing in the distance."
[Message.SummonVoidDwellerShiver]
[Message.SummonVoidDwellerShiver]:string = "You feel a shiver down your spine..."
[Message.SummonedGuardiansByDiggingTreasure]
[Message.SummonedGuardiansByDiggingTreasure]:string = "You have summoned the guardians of the treasure..."
[Message.SummonedGuardiansByLockpicking]
[Message.SummonedGuardiansByLockpicking]:string = "You have summoned the guardians of the treasure chest..."
[Message.SunNotBrightEnoughToStartFire]
[Message.SunNotBrightEnoughToStartFire]:string = "The sun is not bright enough to start a fire with {0}!"
[Message.TakenFromGroundBecomeTamed]
[Message.TakenFromGroundBecomeTamed]:string = "{0} has taken {1} from the ground and has become tamed."
[Message.Tame]
[Message.Tame]:string = "Tame"
[Message.TamedCreature]
[Message.TamedCreature]:string = "This creature is {#--COLOR-GOOD:tamed} and appears {0}."
[Message.TeleportBlocked]
[Message.TeleportBlocked]:string = "Your teleport destination was blocked."
[Message.Teleported]
[Message.Teleported]:string = "You have teleported."
[Message.ThanksBuying]
[Message.ThanksBuying]:string = "Thanks! I will take {0} credit for {1}."
[Message.ThanksSelling]
[Message.ThanksSelling]:string = "Thanks for trading in {0} for {1} credit."
[Message.TheCreature]
[Message.TheCreature]:string = "the {0?{0}:creature}"
[Message.ThePlant]
[Message.ThePlant]:string = "the plant"
[Message.TheirFist]
[Message.TheirFist]:string = "their fist"
[Message.ThereIsNoContainerOnTheStill]
[Message.ThereIsNoContainerOnTheStill]:string = "{0} does not have a container attached to catch the water!"
[Message.ThereIsNoSunToStartFire]
[Message.ThereIsNoSunToStartFire]:string = "There is no sun in here to start a fire with."
[Message.ThereIsNothingToMilk]
[Message.ThereIsNothingToMilk]:string = "There is nothing to milk here."
[Message.ThisCannotBeMilked]
[Message.ThisCannotBeMilked]:string = "This creature cannot be milked."
[Message.Throw]
[Message.Throw]:string = "Throw"
[Message.ThrownIntoDepths]
[Message.ThrownIntoDepths]:string = "You have thrown {0} into the depths below at a range of {2?{#--COLOR-MAGICAL:{1}}:{1}}, costing {2?{#--COLOR-MAGICAL:{3}}:{3}} stamina."
[Message.ThrownIntoObstacle]
[Message.ThrownIntoObstacle]:string = "You have thrown {0} into an obstacle at a range of {2?{#--COLOR-MAGICAL:{1}}:{1}}, costing {2?{#--COLOR-MAGICAL:{3}}:{3}} stamina."
[Message.ThrownIntoVoid]
[Message.ThrownIntoVoid]:string = "You have thrown {0} into the void at a range of {2?{#--COLOR-MAGICAL:{1}}:{1}}, costing {2?{#--COLOR-MAGICAL:{3}}:{3}} stamina."
[Message.TierGroup]
[Message.TierGroup]:string = "a tier {0} {1}"
[Message.Tier]
[Message.Tier]:string = "{0} (Tier {1})"
[Message.Till]
[Message.Till]:string = "till"
[Message.Tilling]
[Message.Tilling]:string = "tilling"
[Message.TimeIsDawn]
[Message.TimeIsDawn]:string = "It is dawn."
[Message.TimeIsDaytime]
[Message.TimeIsDaytime]:string = "It is daytime."
[Message.TimeIsDusk]
[Message.TimeIsDusk]:string = "It is dusk."
[Message.TimeIsNighttime]
[Message.TimeIsNighttime]:string = "It is nighttime."
[Message.TimeIsSunrise]
[Message.TimeIsSunrise]:string = "The sun is rising."
[Message.TimeIsSunset]
[Message.TimeIsSunset]:string = "The sun is setting."
[Message.TimeIs]
[Message.TimeIs]:string = "It appears to be around {1} o'clock."
[Message.ToDamageAChest]
[Message.ToDamageAChest]:string = "to damage a chest"
[Message.ToFight]
[Message.ToFight]:string = "to fight"
[Message.TooDamaged]
[Message.TooDamaged]:string = "{0} is too damaged to attempt to {1}."
[Message.TooExhaustedToJump]
[Message.TooExhaustedToJump]:string = "You are too exhausted and overburdened to make this jump."
[Message.Touching]
[Message.Touching]:string = "Touching"
[Message.TradeBarterCreditForItem]
[Message.TradeBarterCreditForItem]:string = "Trade Barter Credit for Item"
[Message.TradeItemForBarterCredit]
[Message.TradeItemForBarterCredit]:string = "Trade Item for Barter Credit"
[Message.TradingWith]
[Message.TradingWith]:string = "Trading with {0}"
[Message.TrampleIntoGround]
[Message.TrampleIntoGround]:string = "You trampled {0} into the ground."
[Message.TrampledFire]
[Message.TrampledFire]:string = "You trampled the fire, putting it out!"
[Message.TrampledIntoGround]
[Message.TrampledIntoGround]:string = "{0} trampled {1} into the ground."
[Message.Trampling]
[Message.Trampling]:string = "You are trampling {0}."
[Message.TransmogrificationNotPossible]
[Message.TransmogrificationNotPossible]:string = "Transmogrification is not possible on items without magical properties."
[Message.Transmogrified]
[Message.Transmogrified]:string = "You transmogrified {0}! A magical property has mutated."
[Message.Transmogrify]
[Message.Transmogrify]:string = "transmogrify"
[Message.TrapMissed]
[Message.TrapMissed]:string = "{0} has narrowly missed the trap while moving over it."
[Message.TrapStoppedYou]
[Message.TrapStoppedYou]:string = "The trap has stopped you in your tracks."
[Message.TravelToFarOffLands]
[Message.TravelToFarOffLands]:string = "You travel to far off lands..."
[Message.TreasureIsBlocked]
[Message.TreasureIsBlocked]:string = "You find the spot where the treasure is buried, but it is blocked."
[Message.UnEquipAll]
[Message.UnEquipAll]:string = "Unequip All"
[Message.UnEquip]
[Message.UnEquip]:string = "Unequip"
[Message.UnhitchCreature]
[Message.UnhitchCreature]:string = "You have unhitched {0}!"
[Message.Unhitch]
[Message.Unhitch]:string = "Unhitch"
[Message.UnknownItem]
[Message.UnknownItem]:string = "unknown item"
[Message.Unknown]
[Message.Unknown]:string = "unknown"
[Message.Unlimited]
[Message.Unlimited]:string = "unlimited"
[Message.UnlockedChest]
[Message.UnlockedChest]:string = "You unlocked {0} and viewed its contents."
[Message.UnlockedTime]
[Message.UnlockedTime]:string = "Discovered Time (Default)"
[Milestone.Apocryphal]:[string, string, string] = ["Apocryphal","Collected items with one of every magical property.","Start with an item with up to three magical properties on it.",]
[Milestone.Artificer]
[Milestone.Artificer]:[string, string, string] = ["Artificer","Enchanted an item.","Start with magical essence.",]
[Milestone.Benevolent]
[Milestone.Benevolent]:[string, string, string] = ["Benevolent","Reached 64,000 benignity.","Start with 8000 benignity. Malignity is gained at 2x speed.",]
[Milestone.Boundless]
[Milestone.Boundless]:[string, string, string] = ["Boundless","Reach 125% in a single skill.","Begin with three additional starting skills. Skills are gained at a slower rate.",]
[Milestone.Challenger]
[Milestone.Challenger]:[string, string, string] = ["Challenger","Completed 25 challenge mode quests.","Start with a piece of treasure.",]
[Milestone.Chef]
[Milestone.Chef]:[string, string, string] = ["Chef","Cooked 25 food items.","Start with an extra cooked food item.",]
[Milestone.Collector]
[Milestone.Collector]:[string, string, string] = ["Collector","Collected one of every item.","Start with a completely random item. Default starting items are disabled.",]
[Milestone.Contender]
[Milestone.Contender]:[string, string, string] = ["Contender","Completed a challenge mode game with a positive score.","Start with a sailboat and every status effect.",]
[Milestone.Crafter]
[Milestone.Crafter]:[string, string, string] = ["Crafter","Crafted 250 items.","All items are crafted with extra durability, at the cost of increased crafting difficulty.",]
[Milestone.DestroyerOfMagi]
[Milestone.DestroyerOfMagi]:[string, string, string] = ["Destroyer of Magi","Killed 50 wisps and harvested their corpses.","Wisps regularly will continuously spawn in locations not normally accessible.",]
[Milestone.Diverse]
[Milestone.Diverse]:[string, string, string] = ["Diverse","Played a game in every game mode.","All starting stats reduced heavily. You received two stats points for every gain.",]
[Milestone.Doctor]
[Milestone.Doctor]:[string, string, string] = ["Doctor","Cured each status effect.","Start with an extra healing item.",]
[Milestone.DragonSlayer]
[Milestone.DragonSlayer]:[string, string, string] = ["Dragon Slayer","Slayed a drake.","Aberrant drakes never spawn. Drakes breathe fire more often.",]
[Milestone.Explorer]
[Milestone.Explorer]:[string, string, string] = ["Explorer","Stepped on or gathered from every type of tile.","Start with a spyglass.",]
[Milestone.Exterminator]
[Milestone.Exterminator]:[string, string, string] = ["Exterminator","Killed 1000 creatures.","Creatures deal extra damage. Creatures have less health.",]
[Milestone.Friendly]
[Milestone.Friendly]:[string, string, string] = ["Friendly","Tamed 25 creatures.","Start with a tamed creature.",]
[Milestone.Gatherer]:[string, string, string] = ["Gatherer","Gathered 1000 times.","Start with mining and lumberjacking skill. These skills gain at a slower rate.",]
[Milestone.Grandmaster]
[Milestone.Grandmaster]:[string, string, string] = ["Grandmaster","Raised a skill to 100%.","Begin with two additional starting skills. Skills are gained at a slower rate.",]
[Milestone.Helmsman]
[Milestone.Helmsman]:[string, string, string] = ["Helmsman","Discovered each different island type while traveling.","Start with a bullboat, at the cost of starting hungrier and thirstier.",]
[Milestone.Hunter]
[Milestone.Hunter]:[string, string, string] = ["Hunter","Killed 100 creatures.","Creatures deal less damage. Creatures have more health.",]
[Milestone.Huntsman]
[Milestone.Huntsman]:[string, string, string] = ["Huntsman","Killed one of every creature.","All creatures have a small chance of starting \"scared\"",]
[Milestone.Locksmith]
[Milestone.Locksmith]:[string, string, string] = ["Locksmith","Lockpicked 10 locks.","Start with lockpicking skill. Successful lockpicking has a higher chance of attracting hostile creatures.",]
[Milestone.Malevolent]
[Milestone.Malevolent]:[string, string, string] = ["Malevolent","Reached 64,000 malignity.","Start with 8000 malignity. Benignity is gained at 2x speed.",]
[Milestone.Merchant]
[Milestone.Merchant]:[string, string, string] = ["Merchant","Bartered with 100 items.","Merchants give slightly better deals, but start with less items in their inventory.",]
[Milestone.Multitasker]
[Milestone.Multitasker]:[string, string, string] = ["Multitasker","Use each skill at least once.","All skills are buffed by 10%. Skills are gained at a slower rate.",]
[Milestone.Navigator]
[Milestone.Navigator]:[string, string, string] = ["Navigator","Traveled the seas in search of new islands.","Start with a raft, at the cost of starting hungrier and thirstier.",]
[Milestone.Notekeeper]
[Milestone.Notekeeper]:[string, string, string] = ["Notekeeper","Jotted down a note for each situation.","Start with a book, paper, and an inkstick.",]
[Milestone.Operator]
[Milestone.Operator]:[string, string, string] = ["Operator","Used every action available.","All skills are buffed by 5%.",]
[Milestone.Pacifier]
[Milestone.Pacifier]:[string, string, string] = ["Pacifier","Tamed one of each tamable creature.","Start with a tamed aberrant creature.",]
[Milestone.Prepared]
[Milestone.Prepared]:[string, string, string] = ["Prepared","Equipped something in each equipment slot.","Start with an extra piece of equipment.",]
[Milestone.Pulchritudinous]
[Milestone.Pulchritudinous]:[string, string, string] = ["Pulchritudinous","Equipped a magical item in each equipment slot.","Start with a magical piece of equipment.",]
[Milestone.ReaperOfSouls]
[Milestone.ReaperOfSouls]:[string, string, string] = ["Reaper of Souls","Killed 50 pirate ghosts and harvested their corpses.","Pirate ghosts will continuously spawn in locations not normally accessible.",]
[Milestone.Seafarer]
[Milestone.Seafarer]:[string, string, string] = ["Seafarer","Sailed to civilization and completed the game.","Start with a golden sextant.",]
[Milestone.Seasoned]
[Milestone.Seasoned]:[string, string, string] = ["Seasoned","Survived for 1,000,000 turns.","+3 to all starting stats.",]
[Milestone.Survivor]
[Milestone.Survivor]:[string, string, string] = ["Survivor","Survived for 10,000 turns.","+1 to all starting stats.",]
[Milestone.Talented]
[Milestone.Talented]:[string, string, string] = ["Talented","Reached 1000% in skill percentages across all skills.","Begin with an additional starting skill. Skills are gained at a slower rate.",]
[Milestone.Thrower]
[Milestone.Thrower]:[string, string, string] = ["Thrower","Thrown 500 items.","Thrown items deal extra damage. Throwing skill is gained at a slower rate.",]
[Milestone.Trapper]
[Milestone.Trapper]:[string, string, string] = ["Trapper","Injured 10 creatures with traps.","Traps deal extra damage. Trapping skill gains at a slower rate.",]
[Milestone.TreasureHunter]
[Milestone.TreasureHunter]:[string, string, string] = ["Treasure Hunter","Dug or fished up 10 treasure chests.","Start with a tattered map.",]
[Milestone.Treasurer]
[Milestone.Treasurer]:[string, string, string] = ["Treasurer","Collected every one of the six types of treasure.","Start with a remarkable piece of equipment. Start with 32,000 malignity.",]
[Milestone.Weathered]
[Milestone.Weathered]:[string, string, string] = ["Weathered","Survived for 100,000 turns.","+2 to all starting stats.",]
Const miscTranslations
miscTranslations:object
[MiscTranslation.AAndB]
[MiscTranslation.AAndB]:string = "{0} and {1}"
[MiscTranslation.AListAndB]
[MiscTranslation.AListAndB]:string = "{0}, and {1}"
[Note.BackToCivilization]:string[] = ["Back to Civilization", `Having found all the treasures, the force that prevented my return back from once I came had finally been lifted. I returned with the treasures in my sailboat, retracing my coordinates from the island to the village I once called my home. I'm not sure if it is "home" anymore.Fortunately, the treasure that I had returned with has made me very wealthy indeed.Even so, something calls me back. Though my time on the island was survival; I survived. I thrived in fact. There's a yearning for excitement. There's a craving for more treasure. To exploit the island of its bounty at the expense of its anger.Is this part of the mystery and why nobody has heard of these places? All who that has heard of them never leave, and even those that do, always even up returning. I must go back. It is no longer an option.Nobody ever truly leaves the island.`]
[Note.Bleeding]
[Note.Bleeding]:string[] = ["Bleeding", "{0?{0}:Using my bare hands to {1}} has caused me to begin bleeding. If I do not cease the flow of blood, my situation will quickly become much grimmer. I must stem the flow of blood using a bandage, tourniquet, or suture. I'm starting to feel a bit faint…"]
[Note.Burned]
[Note.Burned]:string[] = ["Burned", "My seared flesh remains as painful as the moment I burned it. I know that while I am in this constant and unabating pain, my focus and wellbeing will be hampered. It may be wise to attempt to soothe this pain. Perhaps with pouring liquid over the burn, I can stifle the agony. It may be an even wiser idea to take a swim and use the minerals within the water to both sooth and heal the afflicted wound."]
[Note.Caving]
[Note.Caving]:string[] = ["Caving", `When outside, I hear the chirps and calls of birds and small animals, and I hear the strong winds from the ocean rustle the leaves of trees and other fauna. Every once in a while, in the distance, I hear a loud growl or the sounds of a fevered chase through the underbrush, of a predator and its prey.Down here, however, is different story. It is eerily quiet in the depths of the island. And unlike above, the infrequent sounds that I {/do/} hear send shivers down my spine. A faint tip, tap, as water drips in the distance, a thin whistle as air passes through cracks in the rough stone. An intermittent clicking noise, of what I can only imagine must be the claws of a large arthropod.It would be surprising if these caves didn't have {/something/} within them. There are other signs of human activity on this island, the caves should be no different. Maybe treasure or other riches. However, I would be lying to myself if I said I wasn't horrified at the thought of continuing deeper.`]
[Note.Combat]
[Note.Combat]:string[] = ["Combat", `As I engage in combat with {0}, I acknowledge it may not be the best course of actions, given my current situation. The concept of {/"fight or flight"/} remains lingering in my mind. Perhaps running from {0} could be a consideration in the future. Attempting to tame or offer food to the creature has also crossed my mind.If all else fails, I must protect my life through mortal conflict and dispatch of the creature. I will endeavor to record my findings on the effectiveness of my weapons against certain types of creatures. I note for example, that {0} is seemingly resistant to {1?{1}:no} damage types, and vulnerable to {2?{2}:no} damage types. This also applies to the potential damage the creature inflicts on me against my own armor.In a previous situation, parrying proved to be very valuable, allowing me to block incoming attacks from my sparring partner. As long as I hold two weapons or a shield in my off-hand, I should be able to mitigate some damage from my opponent.`]
[Note.Corpse]
[Note.Corpse]:string[] = ["Corpse", "{0} {1?lay:lays} there, lifeless. In order to maintain my own life, perhaps it would be beneficial to use a sharp tool or material to carve {1?these:this} {1?corpses:corpse} and gather the usable remains."]
[Note.CreatureTaming]
[Note.CreatureTaming]:string[] = ["Creature Taming", `I recall a more innocent time in my life as I witness the deceased {0}. The adage, {/"violence is not the answer"/} floods my mind as I ponder practicing benevolence against the creatures here.I could attempt to tame creatures using my skills; however, perhaps an even better idea would be to offer the creature food it would like to consume. Both options involve getting close to the creature. Perhaps I can simply leave the items on the ground and see if they will act in kindness towards me after accepting my offering as they move towards it. I know I will become more successful with any of these options as my skills grow.`]
[Note.Dehydration]
[Note.Dehydration]:string[] = ["Dehydration", `The rhyme echoes in my head, {/"water, water, everywhere, nor any drop to drink"/}. My mind runs cloudy; my mouth bone-dry. I'll require water if I am to last any longer.Unfortunately, the largest body of water in my vision is nearly undrinkable in its natural form. I'll need to construct a water still if I am to convert the salinated sea water to potable water. It is quite the endeavor indeed.If I am lucky, I may be able to find fresh water sources inland or in the caves below. It should be drinkable in its natural form, but erring on the side of caution, it may be prudent to boil it for safety.`]
[Note.Durability]
[Note.Durability]:string[] = ["Durability", `My {0} is close to breaking from use. {1?Using my {1}, I should be able to repair it easily enough:With the right resources, I should be able to fashion myself a hammer to repair it}.If I actively search out high quality materials to craft my tools, armor, and weapons with, I can expect much higher durability on them, especially after my skills have improved. {2?I can also craft glue to:If I ever manage to find out how to concoct a glue, I can} further reinforce my items, providing much higher durability.`]
[Note.Encumbered]
[Note.Encumbered]:string[] = ["Encumbered", `This confounded burden! My pack is overflowing with heavy items that I will need to purge in order to decrease my encumbrance. Carrying this many items will slow down my movement and heavily impact my stamina.Some of the heaviest things in my inventory include {0}, {1}, and {2}.`]
[Note.FailureInCrafting]
[Note.FailureInCrafting]:string[] = ["Failure In Crafting", `I failed in my attempt to craft {0}, mostly due to my lack of skill and knowledge in {1}. I think with repeated attempts, I'll gain some knowledge to hopefully succeed in crafting {0} eventually. I also hope that the materials can suffer the wear that my poor crafting skills are placing on them. I may even need to replace some components that I am damaging on each attempt.Although I have many ideas on what to craft with the items in my inventory, some of them may be quite difficult to craft without first having an intermediate, advanced or even expert skill level in the craft for each item.`]
[Note.Gardening]
[Note.Gardening]:string[] = ["Gardening", `As I work on {0}, I reflect on the growth stages of vegetation that I have witnessed. Most plants seem to begin producing the most valuable resources at around the flowering stage, but I have observed the most bountiful haul comes during the ripening stage, when the fruits and vegetables are ripe for the taking and the seeds are available to gather.If I want to succeed at gardening, I may also need to consider trying my hand at crafting fertilizer and fertile soil for my garden. I mustn't also forget to water my plants. Watering them will surely help them grow and survive long enough to produce the resources which seem all too dire in my situation.`]
[Note.HealthIssues]
[Note.HealthIssues]:string[] = ["Health Issues", `My wellbeing is at an all-time low. I'm bruised, battered, and nearly defeated. My only chance at a respite is through medical intervention, rest, healthy foods, or ideally, all three.{0?As much as it pains me to consider it, disassembling my clothing to craft makeshift bandages appears to be a good option in my current predicament.}{1?Luckily, I do have some items to be used for healing within my inventory including {1}.}`]
[Note.Inedible]
[Note.Inedible]:string[] = ["Inedible", "Consuming {0} may not have been the best of ideas. I {1?think I may:am probably lucky not to} have been poisoned by it... It would be prudent to pay better attention to what I ingest. Something like that should only be consumed when I am in dire straits."]
[Note.ItemQualities]
[Note.ItemQualities]:string[] = ["Item Qualities", "As I pick up {0}, I notice it is {Misc:ColorizeQuality:({1},{ARTICLE:{2} specimen})} indeed. I'm sure using this in a craft will benefit the end result greatly. I also observe it appears to have greater durability and strength than most other items in its class, resulting in much greater endurance when used."]
[Note.Mercantile]
[Note.Mercantile]:string[] = ["Mercantile", `I meet {0} today, a person in a similar state as myself; surviving on this island and living off the land. They seemed friendly enough and offered to trade items they had found with me.My skill in bartering may pay off when deciding on a trade value, which we have signified with a credit system. {0} gives me credit when I give items to them, and reversely, removes credits when I find an item in their inventory worth taking for myself.Even though I found this valuable trading partner, the thought of something more nefarious has crossed my mind. Taking their supply by force would likely put me at odds with the island, but it may be worth it for their belongings and equipment.`]
[Note.Nightfall]
[Note.Nightfall]:string[] = ["Nightfall", "Dusk is quickly approaching. Who could know what creatures lurk in the darkness — it would be wise to seek shelter or make a camp for the night."]
[Note.Poisoned]
[Note.Poisoned]:string[] = ["Poisoned", "My vision blurs as I write this; my stomach tied in knots. {0} has caused me to become poisoned. I can feel myself getting weaker even through the process of writing this note. Thirst consumes me, and my wellbeing is in jeopardy. I must attempt to fabricate a cure. Perhaps plants of a medicinal nature may aid me in this bodily turmoil."]
[Note.Reputation]
[Note.Reputation]:string[] = ["Reputation", `It seems that as time passes and the struggle for survival continues, the actions I take which are averse to the benefit of the island come back to haunt me.When I sow plants, or respect the island's inhabitants, less of them seem to be hostile. Likewise, when I gather resources, deface the landscape, or attack creatures, I see malicious beasts much more frequently.As of writing this, it seems as though the island is {0?{#--COLOR-GOOD:benign}:{#--COLOR-BAD:malign}}. For the benefit of my survival, I may want to limit the scope of my damage to the natural environment.`]
[Note.SeaTravel]
[Note.SeaTravel]:string[] = ["Sea Travel", `I finally made it!{0?My {0} chopped through the rough seas on my journey to this new set of islands.:Although, I felt like I barely made it at all, traveling these seas without a boat was very foolish in hindsight, exhausting me to my very core, and nearly killing me in the process.} {1?{2?Using my {1} and {2}, I was able to significantly speed up my journey, reducing the food and water needed for the voyage.:Using my {1}, I was able to save some time on my journey, but it would have been even faster with {3}, reducing the food and water required even further.}:If I had a sextant and a spyglass, I could have significantly reduced the time needed for the voyage, saving much food and water for the trip. It was difficult navigating the seas without them.}`]
[Note.StaminaReplenishment]
[Note.StaminaReplenishment]:string[] = ["Stamina Replenishment", "My breath is fast and heavy. I'm nearly worked to the point of exhaustion. I should proceed to slow my work to a bare minimum while my stamina replenishes itself. More efficiently, I could try resting on the ground, or even sleep in a bedroll for maximum benefits. Rest is important for my sanity and my survival."]
[Note.Starvation]
[Note.Starvation]:string[] = ["Starvation", `I'm wasting away. Each step I take feels like a step closer to death, and each one of those steps makes me weaker and weaker.I would eat anything in this state. Yes, even all the undesirables I have passed on throughout my life. I'll take the vile organs from a rat, I'll take the bitter seeds from a tree, and I'll even eat any creepy crawlies I discover. Anything for a little sustenance on this blasted island.It might be a good idea to search further out or even think about planting my own crops. I don't know how long I'll be here for. If my hunger is anything to go by, it might not be for much longer.`]
[Note.Stranded]
[Note.Stranded]:string[] = ["Stranded", `I awake to find myself no longer in the company of good men or a fine seafaring vessel. Instead I discover myself in tattered clothing, with but a few possessions: {0}, and other shoddy items.Treasure... The thought is vague and fleeting, but... I remember something about treasure.`]
[Note.ToolUse]
[Note.ToolUse]:string[] = ["Tool Use", `I'm reminded of the proverb, {/"the right tool for the right job"/} as I attempt to {0} using my bare hands. I know that using a tool for {1} would reduce my change of injury as well as provide much needed efficiency.Furthermore, I've observed the increased efficiency of using a bladed tool while lumberjacking and using a blunt tool while mining. The proverb proves its innate truth.`]
[Note.TreasureHunting]
[Note.TreasureHunting]:string[] = ["Treasure Hunting", `I have happened upon a tattered map and on closer inspection of the drawings, appears to be a marked location. It may take some time to find the location based on my surroundings, but I believe I should investigate this further. As my skill in cartography improves, I'm sure I will be able to make more of the drawings out. This could very well be a treasure map.Although my memory is fleeting, I do recall my penchant for treasure.`]
[Riddle.Treasure1]:string[] = ["{@..%\n}\nThose inclined for thievery forewarned\nThis treasure be mine, lest ye {%befallen by curse:face my undying wrath:be attacked by the earth}","A bounty, a treasure, valuables hid","{CAVE?In the island's depths, where naught but monsters reside}","{CENTER?Neither north, nor south, nor west, nor east:Away from the island's heart, away to the {REGION}}","{WATER?Under the waves, on the seafloor:Upon a square of {TILE}}","{SEA_DISTANCE?{^{#WORDS:{SEA_DISTANCE}}} paces {SEA_DIRECTION} from the sea}","{ROCK_DISTANCE?{^{#WORDS:{ROCK_DISTANCE}}} paces {ROCK_DIRECTION} from {CAVE?rough stone wall:cliffs}}","{GLACIER_DISTANCE?{^{#WORDS:{GLACIER_DISTANCE}}} paces {GLACIER_DIRECTION} from {CAVE?a sheer ice wall:an icecap}}","{TREE_DISTANCE?{^{#WORDS:{TREE_DISTANCE}}} paces {TREE_DIRECTION} from a gnarled trunk}","{POND_DISTANCE?{^{#WORDS:{POND_DISTANCE}}} paces {POND_DIRECTION} from a pond}",]
[Skill.Anatomy]:[string, string] = ["anatomy",`- Increases accuracy of creature health, resistance, and vulnerability descriptions.- Decreases chance of bleeding, poisoning, and burning pain from creatures.- Increases accuracy of status effect tooltip descriptions.- Increases effectiveness of healing consumables.- Increases success chance when healing.- Decreases chance of bleeding when using bare hands during combat/gathering.- Increases the amount of resources carved at a time.- Increases effectiveness of eating raw meat.`,]
[Skill.Bartering]
[Skill.Bartering]:[string, string] = ["bartering","- Influences the amount of barter credit received when trading items.",]
[Skill.Blacksmithing]
[Skill.Blacksmithing]:[string, string] = ["blacksmithing",`- Influences quality and success rate of crafting items using metal.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, upgrading, altering, and refining metal items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using metal.`,]
[Skill.Botany]
[Skill.Botany]:[string, string] = ["botany",`- Decreases chance of trampling plants when stepping on them.- Increases chance of gathering/harvesting resources on plants.- Increases the quality of resources gathered/harvested from trees and plants.- Decreases chance of stamina reduction while gathering/harvesting from plants.- Decreases chance of damaging the plant when harvesting or gathering from it.- Decreases seed germination time.- Increases the amount of resources gathered/harvested at a time.- Increases effectiveness of eating plant-based consumables.- Increased chance of successfully preserving, transmogrifying, enchanting, upgrading, and refining plant-based items.`,]
[Skill.Camping]
[Skill.Camping]:[string, string] = ["camping",`- Increases the amount of turns slept when using a bedroll.- Increases chance of starting a fire.- Increases the accuracy of telling the time with a sundial.- Increases the effectiveness of extinguishing open fires with the smother action.- Increases chance to successfully add fuel to a torch.`,]
[Skill.Cartography]
[Skill.Cartography]:[string, string] = ["cartography",`- Increases the range in which you can dig or cast to gather treasure from.- Increases clarity of tattered and drawn maps, allowing you to make out finer details even when the maps are damaged or inaccurate.- Increases the success rate of copying and drawing maps.- Increases the accuracy of drawing your surroundings.- Increases the accuracy of copying tattered or drawn maps.`,]
[Skill.Chemistry]
[Skill.Chemistry]:[string, string] = ["chemistry",`- Influences quality and success rate of crafting items using chemical mixtures.- Increases effectiveness of consuming chemical compounds.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using chemical mixtures.`,]
[Skill.Claythrowing]
[Skill.Claythrowing]:[string, string] = ["clay throwing",`- Influences quality and success rate of crafting items using clay.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using clay.`,]
[Skill.Cooking]
[Skill.Cooking]:[string, string] = ["cooking",`- Influences quality and success rate of cooking items (via crafting).- Influences decay of cooked items.- Increases effectiveness of eating cooked food.- Increased chance of successfully preserving, transmogrifying, enchanting, upgrading, and refining cooked items.- Adds ability to detect crafting efficacy with increasing accuracy when cooking items.`,]
[Skill.Fishing]
[Skill.Fishing]:[string, string] = ["fishing",`- Increases chance to successfully catch a fish. Increases maximum range when using a fishing rod.- Increases the chance of successfully catching a fish without bait.`,]
[Skill.Fletching]
[Skill.Fletching]:[string, string] = ["fletching & rangedcraft",`- Influences quality and success rate of crafting arrows, bows, and slings.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, upgrading, altering, and refining fletched items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting arrows, bows, and slings.`,]
[Skill.Gardening]
[Skill.Gardening]:[string, string] = ["gardening",`- Increases chance of planting a plant or mushroom.- Decreases growth time when watering plants or mushrooms.- Increases chance of successfully tilling.- Decreases chance of stamina reduction while tilling.- Influences quality and success rate of crafting items requiring gardening skill.- Increased chance of successfully transmogrifying, enchanting, upgrading, and refining items requiring gardening skill.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items requiring gardening skill.`,]
[Skill.Glassblowing]
[Skill.Glassblowing]:[string, string] = ["glassblowing",`- Influences quality and success rate of crafting items using glass.- Increased chance of successfully reinforcing, transmogrifying, enchanting, upgrading, altering, and refining glass items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using glass.`,]
[Skill.Leatherworking]
[Skill.Leatherworking]:[string, string] = ["leatherworking",`- Influences quality and success rate of crafting items using leather.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, upgrading, altering, and refining leather items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using leather.`,]
[Skill.Lockpicking]
[Skill.Lockpicking]:[string, string] = ["lockpicking","- Increases chance to successfully unlock a chest.",]
[Skill.Lumberjacking]
[Skill.Lumberjacking]:[string, string] = ["lumberjacking",`- Increases chance of gathering resources on trees.- Increases the quality of resources gathered from trees.- Decreases chance of stamina reduction while lumberjacking.- Increases the amount of resources gathered at a time.`,]
[Skill.Marksmanship]
[Skill.Marksmanship]:[string, string] = ["marksmanship","- Increases attack damage, accuracy, and maximum range when using bows and firearms.",]
[Skill.Mining]
[Skill.Mining]:[string, string] = ["mining",`- Increases chance of gathering resources while hitting rock/sandstone or digging.- Decreases chance of stamina reduction while mining and digging.- Increases the quality of resources gathered from rock/sandstone.- Increases the amount of resources gathered at a time.`,]
[Skill.Mycology]
[Skill.Mycology]:[string, string] = ["mycology",`- Decreases chance of trampling mushrooms when stepping on them.- Increases chance of gathering/harvested resources on mushrooms.- Increases the quality of resources gathered/harvested from mushrooms.- Decreases chance of stamina reduction while gathering/harvesting from mushrooms.- Decreases chance of damaging the mushrooms when harvesting or gathering from it.- Decreases spore germination time.- Increases the amount of resources gathered/harvested at a time.- Increases effectiveness of eating mushroom consumables.- Increased chance of successfully preserving, transmogrifying, enchanting, upgrading, and refining mushrooms.`,]
[Skill.None]
[Skill.None]:[string, string] = ["", ""]
[Skill.Parrying]
[Skill.Parrying]:[string, string] = ["parrying",`- Increases your base defense value when holding an item in each hand.- Increases chance to take less damage in combat.- Decreases chance of stamina reduction from being attacked.`,]
[Skill.Stonecrafting]
[Skill.Stonecrafting]:[string, string] = ["stonecrafting",`- Influences quality and success rate of crafting items using stones and rocks.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, upgrading, altering, and refining stone items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using stones and rocks.`,]
[Skill.Swimming]
[Skill.Swimming]:[string, string] = ["swimming",`- Increases speed in water travel.- Decreases chance of stamina reduction in water.`,]
[Skill.Tactics]
[Skill.Tactics]:[string, string] = ["tactics",`- Increases your base attack value.- Increases chance to hit targets in combat.- Decreases chance of stamina reduction while attacking.- Increases damage when using throwing or marksmanship.`,]
[Skill.Tailoring]
[Skill.Tailoring]:[string, string] = ["tailoring",`- Influences quality and success rate of crafting items using cloth or fabric.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, upgrading, altering, and refining fabric items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using cloth or fabric.`,]
[Skill.Taming]
[Skill.Taming]:[string, string] = ["taming",`- Increases chance of successfully taming a creature.- Increases length of time creature will be tamed for.- Decreases chance of stamina reduction when taming/offering/milking/hitching/petting.- Decreases amount of happiness reduced when milking goats.- Increases chance of taming when offering an aberrant creature items.- Increased chance of hitching aberrant or untamed creatures.- Increases effectiveness of petting creatures to increase happiness and other bonus effects.`,]
[Skill.Throwing]
[Skill.Throwing]:[string, string] = ["throwing","- Increases attack damage, accuracy, and maximum range when throwing or slinging an item.",]
[Skill.Tinkering]
[Skill.Tinkering]:[string, string] = ["tinkering",`- Influences quality and success rate of crafting items using miscellaneous resources and methods.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, upgrading, altering, and refining miscellaneous items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using miscellaneous resources.`,]
[Skill.Trapping]
[Skill.Trapping]:[string, string] = ["trapping",`- Increases the amount of damage and success rate of trapping creatures.- Reduces chance of setting off traps and reduces damage taken from traps.`,]
[Skill.Woodworking]
[Skill.Woodworking]:[string, string] = ["woodworking",`- Influences quality and success rate of crafting items using wood.- Increased chance of successfully repairing, reinforcing, transmogrifying, enchanting, upgrading, altering, and refining wooden items.- Adds ability to detect crafting efficacy with increasing accuracy when crafting items using wood.`,]
Const slots
slots:object
[EquipType.Back]
[EquipType.Back]:string = "back"
[EquipType.Belt]
[EquipType.Belt]:string = "belt"
[EquipType.Chest]
[EquipType.Chest]:string = "chest"
[EquipType.Feet]
[EquipType.Feet]:string = "feet"
[EquipType.Hands]
[EquipType.Hands]:string = "hands"
[EquipType.Head]
[EquipType.Head]:string = "head"
[EquipType.Held]
[EquipType.Held]:string = "held"
[EquipType.LeftHand]
[EquipType.LeftHand]:string = "left hand"
[EquipType.Legs]
[EquipType.Legs]:string = "legs"
[EquipType.Neck]
[EquipType.Neck]:string = "neck"
[EquipType.None]
[EquipType.None]:string = "none"
[EquipType.RightHand]
[EquipType.RightHand]:string = "right hand"
Const soundEffectDescriptions
soundEffectDescriptions:object
[SfxType.UiActivate]
[SfxType.UiActivate]:object
variations
variations:number = 1
[SfxType.UiDisable]
[SfxType.UiDisable]:object
variations
variations:number = 1
[SfxType.UiEnable]
[SfxType.UiEnable]:object
variations
variations:number = 1
[SfxType.UiInput]
[SfxType.UiInput]:object
variations
variations:number = 1
[SfxType.UiSelect]
[SfxType.UiSelect]:object
variations
variations:number = 1
Const sources
sources:object
[Source.Action]
[Source.Action]:string = "Action"
[Source.All]
[Source.All]:string = "All"
[Source.Allies]
[Source.Allies]:string = "Humans and Pets"
[Source.Chat]
[Source.Chat]:string = "Chat"
[Source.Combat]
[Source.Combat]:string = "Combat"
[Source.Command]
[Source.Command]:string = "Command"
[Source.Creature]
[Source.Creature]:string = "Creature"
[Source.Equipment]
[Source.Equipment]:string = "Equipment"
[Source.Events]
[Source.Events]:string = "Events"
[Source.Game]
[Source.Game]:string = "Game"
[Source.Item]
[Source.Item]:string = "Item"
[Source.Meta]
[Source.Meta]:string = "Meta"
[Source.Milestone]
[Source.Milestone]:string = "Milestone"
[Source.Multiplayer]
[Source.Multiplayer]:string = "Multiplayer"
[Source.Reputation]
[Source.Reputation]:string = "Reputation"
[Source.Resource]
[Source.Resource]:string = "Resource Collection"
[Source.Skill]
[Source.Skill]:string = "Skill"
[Source.Stat]
[Source.Stat]:string = "Stat"
[Source.Wellbeing]
[Source.Wellbeing]:string = "Well-Being"
Const spriteMap
spriteMap:object
[spriteId(Direction.East, Direction.North)]
[spriteId(Direction.East, Direction.North)]:Vector2 = new Vector2(32, 32)
[spriteId(Direction.East, Direction.South)]
[spriteId(Direction.East, Direction.South)]:Vector2 = new Vector2(48, 32)
[spriteId(Direction.East, Direction.West)]
[spriteId(Direction.East, Direction.West)]:Vector2 = new Vector2(48, 0)
[spriteId(Direction.North, Direction.East)]
[spriteId(Direction.North, Direction.East)]:Vector2 = new Vector2(32, 16)
[spriteId(Direction.North, Direction.South)]
[spriteId(Direction.North, Direction.South)]:Vector2 = new Vector2(32, 0)
[spriteId(Direction.North, Direction.West)]
[spriteId(Direction.North, Direction.West)]:Vector2 = new Vector2(48, 16)
[spriteId(Direction.South, Direction.East)]
[spriteId(Direction.South, Direction.East)]:Vector2 = new Vector2(0, 16)
[Stat.Defense]:[string, string] = ["defense", "The ways in which you are, or are not, protected from creatures and the elements."]
[Stat.Happiness]
[Stat.Happiness]:string = "happiness"
[Stat.Health]
[Stat.Health]:string = "health"
[Stat.Hunger]
[Stat.Hunger]:string = "hunger"
[Stat.InsulationCold]
[Stat.InsulationCold]:string = "cold insulation"
[Stat.InsulationHeat]
[Stat.InsulationHeat]:string = "heat insulation"
[Stat.Malignity]
[Stat.Malignity]:string = "malignity"
[Stat.Metabolism]
[Stat.Metabolism]:string = "metabolism"
[Stat.Petting]
[Stat.Petting]:string = "petting"
[Stat.Produce]
[Stat.Produce]:string = "produce"
[Stat.Reputation]
[Stat.Reputation]:string = "reputation"
[Stat.Stamina]
[Stat.Stamina]:string = "stamina"
[Stat.Strength]
[Stat.Strength]:string = "strength"
[Stat.Tamed]
[Stat.Tamed]:string = "tamed"
[Stat.Thirst]
[Stat.Thirst]:string = "thirst"
[Stat.Waste]
[Stat.Waste]:string = "waste"
[Stat.Weight]
[Stat.Weight]:string = "weight"
Const statusEffects
statusEffects:object
[StatusType.Bleeding]
[StatusType.Bleeding]:[string, string, string, string, string, string, string, string, string, string, string] = ["bleeding", "bleed","{#--TEXT-SECONDARY:{@3}}{@4..}","Your wounds are leaking like a seive.","{1?{2?- Dealing around {#--COLOR-BAD:{2} damage} every {1} turns!}}","{1?{2?:- Dealing damage every {1} turns!}}","{1?:{2?- Dealing around {#--COLOR-BAD:{2} damage}!}}","{1?:{2?:- Actively dealing damage!}}","{0?- {0}% chance to pass each damage tick.}","- Reduces stamina every damage tick.","- Reduces hunger timer every damage tick.",]
[StatusType.Burned]
[StatusType.Burned]:[string, string, string, string, string, string, string, string, string] = ["burned", "burn","{#--TEXT-SECONDARY:{@3}}{@4..}","Your skin is raw and inflamed.","{1?{2?- Dealing around {#--COLOR-BAD:{2} damage} every {1} turns!}}","{1?{2?:- Dealing damage every {1} turns!}}","{1?:{2?- Dealing around {#--COLOR-BAD:{2} damage}!}}","{1?:{2?:- Actively dealing damage!}}","{0?- {0}% chance to pass each damage tick.}",]
[StatusType.Dehydrated]
[StatusType.Dehydrated]:[string, string, string, string, string, string] = ["dehydrated", "dehydration","{#--TEXT-SECONDARY:{@3}}{@4..}","Your throat is parched, your mouth is dry, and your head aches.","- Currently dealing {#--COLOR-BAD:{0} damage}.","- Reduces stamina every damage tick.",]
[StatusType.Encumbered]
[StatusType.Encumbered]:[string, string, string, string, string, string, string] = ["encumbered", "encumbrance","{#--TEXT-SECONDARY:{@3}}{@4..}","You are carrying too much weight.","{0?- Losing {#--COLOR-BAD:{1} stamina} per movement!}","- Stamina cannot be regained.","- Movement speed slowed.",]
[StatusType.Exhausted]
[StatusType.Exhausted]:[string, string, string, string, string, string] = ["exhausted", "exhaustion","{#--TEXT-SECONDARY:{@3}}{@4..}","Your muscles burn and ache.","{0?- Every action causes {1?around {#--COLOR-BAD:{1} damage}:damage}!}","- Movement speed slowed.",]
[StatusType.Freezing]
[StatusType.Freezing]:[string, string, string, string, string, string] = ["freezing", "hypothermia","{#--TEXT-SECONDARY:{@3}}{@4..}","The temperature is too cold; your extremities are going numb as your body struggles to stay warm.","- Increases hunger rate.","{0?- Adds a chance of frostbite.}",]
[StatusType.Frostbitten]
[StatusType.Frostbitten]:[string, string, string, string, string, string, string, string, string] = ["frostbitten", "frostbite","{#--TEXT-SECONDARY:{@3}}{@4..}","You feel the sharp, cold pain of frozen extremities.","{1?{2?- Dealing around {#--COLOR-BAD:{2} damage} every {1} turns!}}","{1?{2?:- Dealing damage every {1} turns!}}","{1?:{2?- Dealing around {#--COLOR-BAD:{2} damage}!}}","{1?:{2?:- Actively dealing damage!}}","{0?- {0}% chance to pass each damage tick.}",]
[StatusType.Overheating]
[StatusType.Overheating]:[string, string, string, string, string, string] = ["overheating", "hyperthermia","{#--TEXT-SECONDARY:{@3}}{@4..}","The temperature is too warm; your skin is sticky with sweat and your throat is quick to parch.","- Increases thirst rate.","{0?- Adds a chance of burning.}",]
[StatusType.Poisoned]
[StatusType.Poisoned]:[string, string, string, string, string, string, string, string, string, string, string] = ["poisoned", "poison","{#--TEXT-SECONDARY:{@3}}{@4..}","You feel nauseous as you writhe in pain.","{1?{2?- Dealing around {#--COLOR-BAD:{2} damage} every {1} turns!}}","{1?{2?:- Dealing damage every {1} turns!}}","{1?:{2?- Dealing around {2} damage!}}","{1?:{2?:- Actively dealing damage!}}","{0?- {0}% chance to pass each damage tick.}","- Reduces stamina every damage tick.","- Reduces thirst timer every damage tick.",]
[StatusType.Starving]
[StatusType.Starving]:[string, string, string, string, string, string] = ["starving", "starvation","{#--TEXT-SECONDARY:{@3}}{@4..}","You feel empty and lethargic as your body begins to consume itself.","- Currently dealing {#--COLOR-BAD:{0} damage}.","- Reduces stamina every damage tick.",]
Const stillVariation
stillVariation:object
getVariationX
getVariationX(doodad: Doodad, variationX: number): number
[TileEventType.Acid]:[string, string] = ["acid", "A neon-green ooze; boiling and bubbling into the ground."]
[TileEventType.AnimalDroppings]
[TileEventType.AnimalDroppings]:[string, string] = ["animal droppings", "Droppings produced by a small mammal."]
[TileEventType.AnimalDung]
[TileEventType.AnimalDung]:[string, string] = ["animal dung", "A seemingly fresh pile of feces, excreted from an animal."]
[TileEventType.BirdDroppings]
[TileEventType.BirdDroppings]:[string, string] = ["bird droppings", "Droppings produced by some winged creature."]
[TileEventType.BloodWater]
[TileEventType.BloodWater]:[string] = ["blood in water"]
[TileEventType.Blood]
[TileEventType.Blood]:[string] = ["blood"]
[TileEventType.Fire]
[TileEventType.Fire]:[string, string] = ["fire", "A dangerous open flame providing heat and light."]
[TileEventType.Guano]
[TileEventType.Guano]:[string, string] = ["guano", "The excrement of a bat, thought to be used as fertilizer."]
[TileEventType.HoneyFungus]
[TileEventType.HoneyFungus]:[string, string] = ["honey fungus", "A parasitic tree fungus that can grow and spread on living, decaying, and dead plant material."]
[TileEventType.PuddleOfCoconutWater]:[string, string] = ["puddle of coconut water", ""]
[TileEventType.PuddleOfDesalinatedWater]
[TileEventType.PuddleOfDesalinatedWater]:[string, string] = ["puddle of desalinated water", ""]
[TileEventType.PuddleOfFreshWater]
[TileEventType.PuddleOfFreshWater]:[string, string] = ["puddle of fresh water", ""]
[TileEventType.PuddleOfGoatMilk]
[TileEventType.PuddleOfGoatMilk]:[string, string] = ["puddle of goat milk", ""]
[TileEventType.PuddleOfMedicinalWater]
[TileEventType.PuddleOfMedicinalWater]:[string, string] = ["puddle of medicinal water", ""]
[TileEventType.PuddleOfPurifiedFreshWater]
[TileEventType.PuddleOfPurifiedFreshWater]:[string, string] = ["puddle of purified fresh water", ""]
[TileEventType.PuddleOfSeawater]
[TileEventType.PuddleOfSeawater]:[string, string] = ["puddle of seawater", ""]
[TileEventType.PuddleOfUnpurifiedFreshWater]
[TileEventType.PuddleOfUnpurifiedFreshWater]:[string, string] = ["puddle of unpurified fresh water", ""]
[TileEventType.TumblingTumbleweed]
[TileEventType.TumblingTumbleweed]:[string, string] = ["tumbling tumbleweed", "A dry and brittle tumbling weed, broken off from its roots and spreading seeds in its meandering path."]
[TileEventType.WispDust]
[TileEventType.WispDust]:[string, string] = ["wisp dust", "A quickly vanishing pile of glowing dust, excreted from a ghostly wisp."]
[Ui.GameTooltipItemLabelUsesWhenBuilt]:string = "Uses When Built"
[Ui.GameTooltipItemMagicalSource]
[Ui.GameTooltipItemMagicalSource]:string = "A magical effect of {0}."
[Ui.GameTooltipItemProtectedContainer]
[Ui.GameTooltipItemProtectedContainer]:string = "In Protected Container"
[Ui.GameTooltipItemProtectedTooltip]
[Ui.GameTooltipItemProtectedTooltip]:string = "This item cannot be dismantled or disassembled and will not be used as a tool or ingredient in crafting. Neither can it be dropped or used where it would be lost. It will also not be automatically added to a quickslot."
[Ui.MenuAboutDescription]:string = "Learn more about Wayward."
[Ui.MenuAboutGameDescription]
[Ui.MenuAboutGameDescription]:string = "Wayward is a challenging turn-based, top-down, wilderness survival roguelike. Explore, build, and most importantly, survive in these unforgiving lands."
[Ui.MenuCustomGameOptionsCreaturesAberrantSpawnsDescription]:string = "Whether the game should spawn tougher versions of creatures.{#--TEXT-SECONDARY:Currently set to:} {0}"
[Ui.MenuCustomGameOptionsStatusEffectUntreatableTooltip]:string = "Whether this status effect is untreatable - if checked, the effect must pass naturally."
[Ui.MenuCustomGameOptionsTimeDayPercentTooltip]:string = "A number representing how much of the day is "daytime" and, inversely, how much of the day is {/not/} "night time"."
[Ui.MenuMultiplayerOptionsCheckConnectionParagraph]:string = "Check if your network is configured properly. Visit the {(https://www.waywardgame.com/multiplayer):multiplayer page} on the Wayward website for more information."
[Ui.MenuMultiplayerOptionsCheckConnectionResultSteamRelayNetworkFail]:string = "{#--COLOR-BAD:Unable to verify connection to the Steam Relay Network}."
[Ui.MenuMultiplayerOptionsCheckConnectionResultWebRTCFail]:string = "{#--COLOR-BAD:Unable to establish WebRTC connection. A firewall or router may be blocking the connection. Players will still be able to join if the WebSocket connection works}."
[Ui.MenuNewGameChoiceClientsInheritHostModifiersDescription]:string = "All clients will inherit the chosen modifiers below. For instance, if choosing the 'Friendly' modifier, all players will start with a tamed creature, regardless of whether they have the milestone themselves."
[Ui.MenuNewGameChoiceClientsInheritHostModifiers]
[Ui.MenuNewGameChoiceClientsInheritHostModifiers]:string = "Inherit From Host"
[Ui.MenuNewGameChoiceCustomModifiersDescription]
[Ui.MenuNewGameChoiceCustomModifiersDescription]:string = "All clients will be able to choose their own modifiers when joining the server."
[Ui.MenuNewGameChoiceCustomModifiers]
[Ui.MenuNewGameChoiceCustomModifiers]:string = "Custom Per Client"
[Ui.MenuNewGameChoiceDifficultyChallengeDailyTooltip]:string = "A randomized challenge every day, that everyone around the world will have the chance to play!"
[Ui.MenuNewGameChoiceDifficultyTooltipMaxSaves]:string = "You have used all {0} save slots. As Challenge Mode requires no save slot, it is the only difficulty you may choose."
[Ui.MenuOptionsButtonAllowAlternatingDirectionMovementTooltip]:string = "If checked, you will move in alternating directions when two directions are pressed or diagonal angles are used with the mouse."
[Ui.MenuOptionsButtonAlwaysShowMoreInformationTooltip]:string = "If checked, you will never have to hold down a key to show more information in tooltips."
[Ui.MenuOptionsButtonAlwaysShowMoreInformation]
[Ui.MenuOptionsButtonAlwaysShowMoreInformation]:string = "Always Show More Information"
[Ui.MenuOptionsButtonAutoAttackTooltip]
[Ui.MenuOptionsButtonAutoAttackTooltip]:string = "If checked, you will automatically attack when moving into a creature or player (with PVP enabled) with whichever hand(s) you have selected."
[Ui.MenuOptionsButtonAutoGatherHarvestTooltip]:string = "If checked, you will automatically gather/harvest when moving into resource tiles (with whichever hand(s) you have selected)."
[Ui.MenuOptionsButtonDisableUIEffectsTooltip]:string = "If checked, animations and other effects on the UI will be disabled, possibly reducing GPU and CPU load on some devices."
[Ui.MenuOptionsButtonDisableUIOpacityTooltip]:string = "If checked, opacity (transparency) will be disabled on UI elements, possibly reducing GPU and CPU load on some devices."
[Ui.MenuOptionsButtonDropLocationFeetWhenFacingBlocked]:string = "Drop Items at Feet When Facing Tile is Blocked"
[Ui.MenuOptionsButtonDropLocationFeet]
[Ui.MenuOptionsButtonDropLocationFeet]:string = "Drop Items at Feet"
[Ui.MenuOptionsButtonDropOnDismantleTooltip]
[Ui.MenuOptionsButtonDropOnDismantleTooltip]:string = "If checked, you will automatically drop items under your character when dismantling items."
[Ui.MenuOptionsButtonDropOnDismantle]
[Ui.MenuOptionsButtonDropOnDismantle]:string = "Drop on Dismantle"
[Ui.MenuOptionsButtonDropOnGatherHarvestTooltip]
[Ui.MenuOptionsButtonDropOnGatherHarvestTooltip]:string = "If checked, you will automatically drop items under your character as you gather/harvest/dig them."
[Ui.MenuOptionsButtonDropOnGatherHarvest]
[Ui.MenuOptionsButtonDropOnGatherHarvest]:string = "Drop on Gather/Harvest/Dig"
[Ui.MenuOptionsButtonExportGlobalSaveData]
[Ui.MenuOptionsButtonExportGlobalSaveData]:string = "Export Non-world Save Data"
[Ui.MenuOptionsButtonProtectCraftingItemsContainersTooltip]:string = "If checked items inside equipped and quickslotted containers won't be used in crafting."
[Ui.MenuOptionsButtonTracingRecordingtTooltip]:string = "Records performance trace files to the logs folder. Useful for debugging performance issues.Note: These files can get very large very fast. Try not to record for too long."
[Ui.MenuOptionsButtonUnlockAllCraftingRecipes]
[Ui.MenuOptionsButtonUnlockAllCraftingRecipes]:string = "Unlock All Crafting Recipes"
[Ui.MenuOptionsButtonUnlockAllMilestones]
[Ui.MenuOptionsButtonUnlockAllMilestones]:string = "Unlock All Milestones"
[Ui.MenuOptionsButtonUseAdjacentContainersTooltip]:string = "If checked, items in adjacent containers or tiles can be used in crafting and other actions."
[Ui.MenuOptionsButtonWarnOnDangerousActionsTooltip]:string = "If checked, a confirmation screen will display when stepping over doodads or objects that could injure you."
[Ui.MenuOptionsButtonWarnOnDangerousActions]
[Ui.MenuOptionsButtonWarnOnDangerousActions]:string = "Warn on Dangerous Actions"
[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnCraftTooltip]:string = "If checked, a confirmation screen will display when trying to craft/dismantle using items that will break on use or failure."
[Ui.MenuOptionsButtonWarnWhenBreakingItemsOnUseTooltip]:string = "If checked, a confirmation screen will display when trying to use damaged items that may break on use."
[Ui.MenuOptionsDeveloperUIExperimentsDescription]:string = "New work-in-progress UI functionality. Use at your own risk — these experimentations may cause catastrophic errors! Only enable these if you know what you're doing."
[Ui.MenuOptionsTooltipControlsFilter]:string = "Filter the game's bindable actions. You can do multiple selections at once with a comma {#--TEXT-SECONDARY:({#--COLOR-BIND:,})} and invert a selection by prefixing it with an exclamation point {#--TEXT-SECONDARY:({#--COLOR-BIND:!})}"
[Ui.MenuOptionsTooltipDialogOpacity]
[Ui.MenuOptionsTooltipDialogOpacity]:string = "Controls how opaque the in-game dialogs are."
[Ui.MenuOptionsTooltipMouseTurnDelay]
[Ui.MenuOptionsTooltipMouseTurnDelay]:string = "The amount of movement delay that occurs after switching a direction or turning when using your mouse."
[Ui.MenuSharedMilestonesNotUnlockableDescription]:string = "{#--TEXT-SECONDARY:{0?Milestones are not unlockable in {#--TEXT-COLOR:{1}} mode.}{2?{0?}Mods are enabled that prevent milestone unlocking\: {2}}}"
[Ui.MenuSharedMilestonesNotUnlockable]
[Ui.MenuSharedMilestonesNotUnlockable]:string = "Milestones Are Not Unlockable"
[Ui.MenuSharedMultiplayerChoiceLobbyTypeFriendsDescription]:string = "Anyone may be invited to the server, and the game will be visible and joinable to your friends."
[Ui.MenuSharedMultiplayerChoiceLobbyTypeFriends]
[Ui.MenuSharedMultiplayerChoiceLobbyTypeFriends]:string = "Open to Friends"
Takes an x, y, and z coordinate and a randomly-generated "variation index", and returns an
ITileAdaptationobject for the tile. How the variation index is used to generate theITileAdaptationwill be implementation-specific.A random integer between 1 (inclusive) and 65536 (exclusive)